When this was first posted I made a game with a port of this approach to AGS Engine. Nowadays AGS is much faster since we have improved a lot of things, but this wasn’t the case at the time, so I had to make a few little tricks to make the rendering work well with the engine at the time.
Wait why do they say painter's algorithm. Comanche and other such voxel terrain engines went front to back and never had overdraw.
https://github.com/ericoporto/i_rented_a_boat