There's a backlash to this called Old School Renaissance (or Revival, short: OSR) that tries to bring back high-mortality, "you play the world, not the characters" type of gaming to D&D. The character based and scripted story driven D&D was not always a thing. Some argue it started with second edition (which came 15 years later). Some good examples of such can be seen in the Judges Guild published material from 1975-1979 which focuses on procedural world generation and emergent storytelling rather than scripted characters with backstories and plotlines.
This strikes me with connotations from critical and literary theory of social sciences. Software architectures begin to resemble social structures such as governing bodies in a country, hierarchies in an organization and the protocols with which they implement interaction between human agents. Eventually the two might intermingle in such a way that the recent discourses may affect what will happen in social domains in the future. In software, too, there's already an ongoing almost ideological rather than practical conflict between the two ends of the cathedral and the bazaar frontiers for a long time. Gladly and hopefully the software culture is going in the bazaar way.
Right, it does not seem to be a raycasting algorithm, and the author mentions of it in the youtube comments that it's a "rasterization" meaning perspective projection of textured polygons.
I like the part where he mentions why using a traditional GUI tool is more difficult than using an expressive language with basic syntax.
"But in photoshop, I instead am relying on the problem being solved externally ("ok, how can I find the right menu that deals with this kind of operation? what's the word the designers of photoshop used to describe this... I hope if I google it in plain text it might link to a forum post or something of someone with the same problem?")."
This is valid for most cases when GUIs are harder to use than a CLI with syntax.