have a look at the primitives example that comes with minib3d you could *easily* experiment with that as a base and I bet you dont find it half as hard as you think it is!
generally speaking the Y axis is up/down with X & Z defining the "ground plane" but you dont *have* to do it that way
moveentity and turnentity are usually used with the entity itself as the centre of origin
so you can do moveentity playerent,0,0,0.1 to move the playerent in the direction its facing
think of "entity" as a real world persistent object
What are you trying to achieve your screenshot but rendered in 3d?
do you have a ship type? if so just give it an entity field and let that field keep track of all the position orientation info for the type instance
generally speaking the Y axis is up/down with X & Z defining the "ground plane" but you dont *have* to do it that way
moveentity and turnentity are usually used with the entity itself as the centre of origin
so you can do moveentity playerent,0,0,0.1 to move the playerent in the direction its facing
think of "entity" as a real world persistent object
What are you trying to achieve your screenshot but rendered in 3d?
do you have a ship type? if so just give it an entity field and let that field keep track of all the position orientation info for the type instance