Try to code a demo loop in purebasic
like :
Sync On : Sync Rate 0
Make Object Cube 1 , 60
Repeat
Rorate Object 1 , Object Angle X( 1 ) + 0.1 , 0 , Object Angle Z( 1 ) + 0.2
Sync
Until Inkey$() <> ""
entirely in PureBasic and see the difference
For my project X-Quad Editor, the main game engine is entirely written in purebasic. In fact it was 100% dbpro source code and converted to purebasic. When I see the convertion running, frame rate was nearly 2x times faster than dbpro source code.
I can see that a well optimised purebasic DLL can help to gain in speed in dbpro programs
I'm sure it can be the same for C++