Allllright, I think I got some (most?) of it down when it comes to showing a 3d space with 2d coords. Basically I made each dot have an x, y, z coordinate to make a basic cube, then I displayed each dot dividing its x and y by their z. Then I wobbled it around the X axis with a sine to confirm the dots would move together in a cube like fashion and after much reducing of numbers (you were right heh) I managed to contain it on screen.
Now. I've been doing some light reading on the matter and realize fairly quickly though experimentation that if I'm going to have this cube rotate without looking like an Escher wetdream, I'm going to have to figure out vectors. This is where I'm at with my thinking:
I understand 2d vectors fairly well. The vertices are all in relation to a 0,0 origin and to rotate them all you need is to apply the salt and pepper of demomaking, sin and cos, and poof they rotate around the origin like so many rotating things rotating around origins. Now I know this is kind of half of what I need for 3d rotation. I know you've linked a thread on 3d angles but the finer points are still escaping me. Boo

After some light reading on the matter, it would seem I have various mathemata..rati..ti...cal options available to me:
1- Axis and Angles (calculated via a series of long board game matches)
2- Quaternions (returns the angle based on your highscore on the classic shooter Quaternion)
3- Matrix (where you plug into a machine and wake up going 'I know kung fu, also 3d angles')
4- Euler (I have no jokes left sorry)
There seems to be extensive documentation available for most of this and I'm willing to read whatever is necessary, but I'm wondering if there's any path that's more oriented towards what we geeks are looking for: easy and fast (emphasis on grade school levels of 'easy'). There's lots of scary words in there.. like Scalar (whom I assume is the end boss in "Quaternion 2: Euler's Journey, an Axis and Angle Expansion(tm)").
So far matrices look to be the easiest way and likely to produce the fastest results, am I right? Or is there a demoscene way of doing this that involves only half a line a code that everybody but me knows about?