I've been working on a 3D engine in my spare time, so I might be able to help you. First of all, do you want this projection to be perspective correct, or isometric? Does it depend on the rotation of the camera of polygon? Is it shaded or just the outline?
Lets say that the camera was at (0,0,0) facing straight down the z-axis. To transform the coords of point A from 3D to 2D space, the transformed "screen" x value would be : A.x * k / A.z.
The y value would be A.y * k / A.z
where k is constant depending on your scene.
do this for all the points adn then connect them with lines.
This makes sense if you think about it, you are taking the hor/vert value and dividing it by its distance from the camera. There is some really awesome other stuff you can do in 3D, sorry if this was vague. I have a simple 3D engine that I had written in Java, you can check out some applets (they are kinda old) and see the source here:
http://homepage.mac.com/lorenb/
check out the source that says q3d...
anyway, it is late, and my grammar is failing me...so please either post or email any questions you may have.