Tagging onto @teascade's #gamedev resources list, here's some engine-y stuff I found and still find to be helpful:
Robert Nystrom, "Game Programming Patterns": http://gameprogrammingpatterns.com/. Some of this will be familiar but other parts of it might be more novel, e.g. framerate-independent simulation and entity systems.
Alexander Overvoorde's https://open.gl. My OpenGL experience more or less stopped in the fixed-function era, and I found this to be a great help in getting up to speed. I also find Anton Gerdelan's OpenGL tutorials (http://antongerdelan.net/opengl/) very useful.
It's not depressing because there aren't modern examples of what he's talking about, because we do have those. (Well, sort of. I don't know if feature detection counts as "goal-directed" w/r/t goal-directed protocol negotiation.) The depressing parts are
1. how rare these modern examples are 2. how much stuff you have to reinvent if you want to get anywhere close to the future he's describing