I got the book when I got DB, it was good for introducing me to how DB handled things. Prior to this I had done qbasic and BlitzBasic, BB and DB used handles in different ways among other differences, so it helped me in that sense, and it would probably help you. Note that everything in it works for DBPro, and some of the parts are Pro-only.
Quote: "how do u like make the world in the game...the ground......the hills the sky and all that is that all a model?"
The beauty of it is that you can do these in a variety of ways. You can make it one giant model, but that might not be very efficient. You can use the Matrix features for ground, although I prefer to just convert a heightmap to an actual .x object in Milkshape and run regular object collision on it, it turns out smoother. The sky is usually an inside out textured cube or sphere.
Personally though, I would recommend skipping DBClassic and moving immediately into DarkBasic Professional. I found myself learning all these things about programming, then reading theories on how to do things and I started wanting things like global variables, custom types, boolean data types, boned animation, and many other things.
DBPro is basically the same language as DBClassic with more. You can learn DBPro from DBClassic tutorials, and then when you start moving onto more advanced concepts with DBPro, you won't have to spend another 80 bucks.
I don't want to sound negative, I'm just speaking from experience. If you find that you can pick computer concepts pretty quickly, then you'll probably end up wanting to jump into more object oriented material more quickly than anticipated, and DBPro at least offers custom types, global variables, and bools.
Crazy Donut Productions
Current Project: A Redneck game