DirectX is fine the way it is... the complexity of the language actually helps in the development, because it wasn't designed with Newbies in mind.
It's design atleast for the main Engine is to give users the basics whilst not taking away the fundimentals which makes it a truely powerful SDK to use.
Personally i'd love to see a C or C++ style front given to DarkBasic, and perhaps if i ever get to develop Ciyanna any futher Ciya might bridge this gap.
If all your after are the DirectX functions from within DarkBasic, then the DLLs are there and as i've mentioned to make them an SDK all you need to do is add the header files to make sure C++ recognises the syntax on compile and knows where the function lie.
So basically all you want is an engine so you don't have to keep retyping certain code ... but you see this is the reason many developers actually make thier own engines, and why there are so many on the market.
Personally i'd rather spend 3months making the same stuff as everyone else, however made from my own setup because i then know exactly how and why everything is working ... i'd then probably put it within cpp and headers or even a lib to use at a later date
You then go back and recreate something different if you need it for a purpose you never though of or could use the first version of it.
Most of the time you still base it heavily on the original verison of the function and structures and classes
This is how the Engines become ever expandable and complex.
i'm more likely to sit there play with a bsp format for a few days then think - "hold on, this isn't open enough for me" and i'll then take another week or month to redesign my own version.
there is also a great satisfaction that comes from knowing you have done all the work, or you have been a major influence on how this is played out - rather than simply extending someone elses stuff.
Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?