There are different methods to do this.
One method involves writing a system of three equations with symbols for the coordinates of point D, followed by solving the system for these two constants.
I'm not sure if your application is a computer game, but, if you're programming this game, then perhaps the programming language has commands or built-in routines for solving the system for you.
We use the Distance Formula for setting up the three equations.
Here's an example.
Point A(-5, -4) with distance AD = sqrt(74)
Point B(7, 2) with distance BD = sqrt(50)
Point C(2, 10) with distance CD = sqrt(53)
Let the unknown coordinates of point D be (x, y).
Substituting the coordinates of points A and D into the Distance Formula, along with the known distance, gives the following equation.
sqrt[(x + 5)^2 + (y + 4)^2] = sqrt(74)
We can clean this up a bit by squaring both sides.
(x + 5)^2 + (y + 4)^2 = 74
Doing the same with points B and C gives the other two equations.
(x - 7)^2 + (y - 2)^2 = 50
(x - 2)^2 + (y - 10)^2 = 53
Solving this system gives x = 0 and y = 3.
Are you writing a computer program? If so, do you know whether or not the programming language has any routines for solving systems of equations?
The three equations in my example are each equations of circles in the xy-plane, and point D(0,3) is the location where they all intersect.
(x + 5)^2 + (y + 4)^2 = 74
This is the equation for a circle of radius sqrt(74), centered at point A.
(x - 7)^2 + (y - 2)^2 = 50
This is the equation for a circle of radius sqrt(50) centered at point B, etc.
Perhaps, there's a programming command for finding an intersection point.
If I were to solve this system by hand, I would start by expanding the three equations.
x^2 + 10x + y^2 + 8y = 33
x^2 - 14x + y^2 - 4y = 64
x^2 - 4x + y^2 - 20y = -51
Subtracting the second equation from the first yields a linear equation.
24x + 12y = 36
Subtracting the third equation from the first yields a second linear equation.
14x + 28y = 84
The system of three quadratic equations is now reduced to a system of two linear equations.
Solving the first linear equation for y gives the following.
y = -2x + 3
Substituting this expression for y into the second linear equation gives the following.
-42x = 0
So we find that x = 0.
Substituting 0 for x into the expression for y above gives y = 3.
There is information on the Internet about something called Barycentric coordinates. Using vector calculus, these coordinates reduce the problem of finding the location of point D to finding the inverse of a simple matrix. So, I'm sure there's a formula that comes out of that process, but the reading turned out to be too heavy for me to understand by skimming over the information.