So, you mean, move the mouse, and the camera folows the mouse pointer, allowing you to move the camera in 3d, as in, left, right, up, down and (with mousewheel) zoom forward/backward?
No, forward and backwards motion for pitch. But the point is that the player object doesn't necessarily follow the camera, which is why it has to be a separate pivot/mesh and the system is called mouse
look (not mousemove or mousepoint). Just pick pretty much any FPS you like since Quake... that's mouselook, with x-axis motion affecting the player's yaw (and hence that of the camera also) but y-axis motion not affecting the player's pitch but rather only that of the camera.
EDIT: Here's a quick example so we're on the same page:
EDIT: Now added collisions - seemed appropriate given the OP!
Graphics3D 800,600,0,2
SetBuffer BackBuffer()
HidePointer
cam=CreateCamera()
CameraRange cam,.1,200 : CameraFogMode cam,1 : CameraFogRange cam,100,200
player=CreatePivot()
EntityParent cam,player
EntityType player,1
ground=CreatePlane()
PositionEntity ground,0,-1.4,0
Type block
Field mesh
End Type
For i=0 To 200
currentBlock.block=New block
currentBlock\mesh=CreateCube()
EntityColor currentBlock\mesh,Rand(100,255),Rand(100,255),Rand(100,255)
PositionEntity currentBlock\mesh,Rand(10,100),-1,Rand(10,100)
If Rand(0,1)=1 Then PositionEntity currentBlock\mesh,-EntityX(currentBlock\mesh),EntityY(currentBlock\mesh),EntityZ(currentBlock\mesh)
If Rand(0,1)=1 Then PositionEntity currentBlock\mesh,EntityX(currentBlock\mesh),EntityY(currentBlock\mesh),-EntityZ(currentBlock\mesh)
ScaleEntity currentBlock\mesh,.5,Rand(1,10),.5
EntityType currentBlock\mesh,2
Next
Collisions 1,2,2,2
MoveMouse 399,299
While Not KeyHit(1)
If KeyDown(200) Then MoveEntity player,0,0, .1
If KeyDown(208) Then MoveEntity player,0,0,-.1
If KeyDown(203) Then MoveEntity player,-.1,0,0
If KeyDown(205) Then MoveEntity player, .1,0,0
UpdateWorld
mouseXRef=399-MouseX()
mouseYRef=299-MouseY()
TurnEntity player,0,mouseXRef/4,0
TurnEntity cam,mouseYRef/4,0,0
If EntityPitch(cam)>45 Then RotateEntity cam,45,EntityYaw(cam),EntityRoll(cam)
If EntityPitch(cam)<-45 Then RotateEntity cam,-45,EntityYaw(cam),EntityRoll(cam)
MoveMouse 399,299
RenderWorld
Flip
Wend