I think that the concept behind DarkGDK 2 was (in essence) quite simple, and a stripped down version could probably be rebuilt from scratch in a relatively short amount of time.
I recently tried interfacing with a DBPro dll from DarkGDK (1) and that worked out just fine. All a DarkGDK 2 clone would have to do is set up a render window, load the engine setup library (DBProSetupDebug.dll), use that to... well, set the engine up (
) and then use the GlobStruct instance to allow the other core (and third party) libraries to communicate.
Of course that wouldn't support things like multithreading (DGDK2 never really did anything but ensure that only 1 DB function was run at once so I don't know if I'd call that "multithreaded" either though). Things like using D3DXVECTOR's instead of the vector / matrix id's could be added on top of that with some work.
"Why do programmers get Halloween and Christmas mixed up?" Because Oct(31) = Dec(25)