Now onto the question at hand:
I am working on an isometric engine and was wondering if anyone tried to implement a psuedo-3d collision detection. What I mean is that in isometric games, all objects are 2D. When collision is being calculated, it is usually calculated on a flat 2D plane. For example: If you run into another person, all you normally have to do to move around them is move up 1 pixel and then you will walk behind them. This is an easy way to do collision detection, but it's not realistic enough for me.
What I would like to implement is collision detection based on occupied space. Normal sprites are bounded by a rectangle... I want a 3D cube to bound my sprite but not have a true 3D object. This was a pseudo-3D collision detection can take place.
Has anyone every try this or is this idea way too stupid to even attempt?
Thanks for the feedback.