In addition to what mrmixer said, this
If not.. are there any updates about what has changed, how to accommodate?
can be answered directly: almost nothing has changed.
When HMH started, just about everyone had moved onto multicore x64 architectures, the previous generation of consoles were pretty new, and bindless OpenGL was becoming a thing. These all together set a nice baseline that still holds today: you can use CPU features common to all x64 machines, you need to use SIMD and multithreading to get the most out of the hardware, and you no longer have to use the (now a bit dated, but fine for a game like HMH) binding oriented graphics APIs.
The newer consoles and machines of today are mostly just more powerful, and the hw raytracing and upscaling are pretty out of scope for HMH. If you compare that to the 360 and PS3, those were both pretty weird compared to each other and to desktop machines. Basically any discussion of programming those directly is now hopelessly out of date, and HMH doesn't have any.
Bindless graphics doesn't mean much if you are new to graphics APIs but they're one of the things that differentiate D3D12 and Vulkan from D3D11 and OpenGL. You can do it in those older APIs, but it's kind of backported and they weren't designed with it in mind. HMH was where I first learned about bindless graphics, and it's still the thing you are sure to see mentioned when a rendering engineer tweets about their new engine. So while you might not choose OpenGL today, Casey is still able to give a good discussion of what you'd do differently now, even back then.
Casey chose a good time to start!!