1. Yeah those games are pseudo-3D, that is isometric. If the view rotates
like in C&C Generals/Zero Hour for example, 3D becomes true. Even though
that isometric does not require full 3D, you can still use a 3D engine like
Away3D to help you out. It is always easier to think in 3D as we are used to
a 3D reality and maybe abstracting to an isometric/grid based system is more
complicated. Away3D's triangle caching system is ideal for isometric views
since you only render things whose visual representation changes in regard
to the camera. A good example of this is Intel's ITM3, which is done with
Away3D and uses massive poly counts (given that its Flash). The rendered
result is isometric, but you can still design elements in the scene in 3D,
so you can have things rotate and not actually need impostors for
everything... Also, sorting is done automatically. Using tri-caching
efficiently for something like this would certainly require a few neurons,
but what you can do is pretty powerful.

2. Another advantage of using Away3D is that you could use its elevation map
features, so a good use of this would do all the work for you regarding this
aspect.

3. An isometric view would involve, from the use-a-3d-engine point of view,
placing the camera at a given position and probably using an isometric lens,
but the objects in your scene could still be axis aligned, so it wouldn't be
too hard to develop an XZ grid system and very easily detect when moving
objects have entered a "cell" in this grid.

hth!

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