I do recall our depth buffer conversations and your work to add that in to the polygon code sounded really promising. I never got around to looking at your project properly but working that in to my engine would be a brilliant leap forwards for anybody who does want to take this on.
I did at one point experiment with stripping out the polygon rendering code and using the memorybitmap plugin with some crude raytracing approach to draw my own z buffered pixels and then have rhe renderer part just swap that bitmap out to the screen every 1 fps - simulated buffer swapping and software based depth buffering basically. I still have that code somewhere too I’m sure, but unsure how far I ever got with it. Presumably not far enough to have ever shown anything off.