I want to make a 2d *isometric* RPG with SNES-style art, but with the sprites and objects able to have pixel-precise collisions in 3D (not tile-based). So they can jump and walk over rounded, amost domelike hills and stuff. And they'll have pixel-precise shadows that bend around objects just like in 3d. (I'm no programmer, which is why I'm asking if it is possible to code this kind of game).
I also want my game to be rotatable every 90 degrees (not 360 like real 3d games). But this means we can see all around the objects (of course I must design all 4 sides to every object).
Here's an example pic of a shadow bending on a 2d object:

Using the above image as well, an example of a 3d pixel-precise collision in 2d would mean that, say there was a 2x2x2 cubic object, and a 40x40x40 cubic object. The big object would not be able to crawl under the short stubby branch that protrudes from the trunk, but the little object will. And when it does, the shadow of that stubby branch will pass over its head!
Someone told me a voxel engine would be too taxing on computers.
Then a friend told me about height maps. He said I could make grayscale maps for every object/tile in my game that told the comp how high the object is. Since I want my game to be just like 3d (and we can rotate to see behind objects), I figured just grayscale might not do it because that only allows 256 colors and I need to tell the computer lots more information than that. So I'm thinking RGB values to signify to the computer x, y, and z, width, depth, and height values. Here is a pic of my idea:

The blue values signify height (z), the red signifies x, and the green signifies y. I gave their values in increments of 15 to make it more simple (15,30--225). The first multi-colored diamond (upper left) is a tile of the flattest height (so blue value=15 for everything), and at the very left is red=15, green=225. At the very right is red=225, green=15. At the bottom is red=225, green=225 and the top is red=15, green=15.
Then in the upper right we introduce an object with height. A simple cube-like box. Now, the blue values are being changed, so we can see the height of the object. At the top of the cube, all blue values are 120.
This way the comp knows at what x,y,z position each pixel is at.
Now the hard part is if I wanted a crevice in the cube. Because if that crevice were facing the other way so we couldn't see it, and an object were to crawl into that crevice from behind, but we only gave RGB values for the *front* of the cube, the computer must somehow be told there is a crevice that the small object can crawl into. So I drew a cube with a little crevice. To tell the computer there is a hole inside that cube, I figure the only way to do it is to (in the bottom right of the image) make slices of that object, and then the computer must compile the slices together, to form the complete 3d object. The structure/orientation of the slice is a different story though.
So if I make my 2d art and apply these kinds of RGB gradient masks for each slice of every object, for every frame of every animation, etc, do any of you think that would be able to allow the 2d art to mimic 3d behavior? In other words would there be any way that code could take these images and compile the "slices", mask the REAL artwork images with it all, and make 3d collisions/shadows work? (Not 360 degree rotations or zooming in and out though). And if yes, would this be just as taxing as voxel usage?
I'm expecting to take decades here, if this works. I want to steer clear of using polygons for my game hehe!











