This is extremely cool! Well done, Wampus.
How did you get the idea to do this?
Well, its
very nerdy, so be warned. I was out on a short walk and got to thinking about
affine texture mapping problems. I mused that isometric texture mapping wouldn't have the problems that 3D texture mapping has without perspective correction. I realised it would also be possible to calculate perspective correction for all blocks and other objects in an isometric scene with a few trig functions. A kind of z-buffering for isometric view could be taken care of by separating render order into quadrants determined by the angle of rotation. When I got home I scribbled some notes, created a rotating block then created the example I posted here.
I was going to leave it at that since 3D hardware is so powerful nowadays. Why would anyone bother with isometric? Now I'm thinking 1) It has retro appeal and 2) It has a charm of its own. So, I will probably use it to make some kind of game soon.
Oh, and r0ber7 I have no idea what you mean. Everything I do is totally original.

Seriously though, I will be creating a new bigger scene myself today with my own textures. It would look nice on YouTube.