Hmm. The best I can do is show you the free flight example. This will work with floating points if you add them. It is how I made my own space game, although I changed a few things. Basically you position an object where the camera would be, and you move the object, and not the camera. Then you put the camera back on the object.
rem ==========================================
rem DARK BASIC EXAMPLE PROGRAM 18
rem ==========================================
rem This program shows free flight movement
rem ------------------------------------------
autocam off
hide mouse
sync on
rem Make wire sky sphere
make object sphere 1,5000
set object 1,0,0,0
rem Make flying object
make object box 2,150,5,20
make mesh from object 2,2
delete object 2
make object box 2,25,15,100
add limb 2,1,2
position object 2,0,0,500
rem Make drone to mark a back position
make object sphere 3,10
rem Set camera range
set camera range 1,10000
rem Set text font
set text font "Arial"
ink rgb(255,255,0),0
set text size 30
rem Main loop
do
rem User prompt
center text 320,5,"FREE FLIGHT ORIENTATION"
center text 320,35,"Use ARROW KEYS to Turn and Pitch"
center text 320,60,"Use [<] and [>] to Roll"
center text 320,85,"Use LMB to Move"
center text 320,110,"Use SPACE to Reset"
rem Control free flight object
if downkey()=1 then pitch object up 2,5
if upkey()=1 then pitch object down 2,5
if leftkey()=1 then turn object left 2,5
if rightkey()=1 then turn object right 2,5
if inkey$()="," then roll object left 2,5
if inkey$()="." then roll object right 2,5
if mouseclick()=1 then move camera 20 : move object 2,20
if spacekey()=1 then rotate object 2,0,0,0
rem Get back position of object for camera
pitch object down 2,11
move object 2,-150
position object 3,object position x(2),object position y(2),object position z(2)
move object 2,150
pitch object up 2,11
rem Place camera and set orientation to object
position camera object position x(3),object position y(3),object position z(3)
set camera to object orientation 2
rem Update screen
sync
loop
