psdoom-ng already works on "current Linux", no need to "port" it.
It's also extensible - you can easily replace the commands used by it to gather the process list and to kill processes, so you can make variations of it using different kind of data without even recompiling the game. Once at a game jam I made "fsdoom" this way - a file manager utility that let you delete files from your $HOME by killing monsters.
He just had to learn how to launch it as root (which isn't required for it to work) while preserving access to graphics server from the user's session (and there are better ways to do it than what he shown). All his "fork" does is changing the README file.
> or if it was him who created psdoom-ng
Nope, just a random youtuber discovering a project from 1999.
It's also extensible - you can easily replace the commands used by it to gather the process list and to kill processes, so you can make variations of it using different kind of data without even recompiling the game. Once at a game jam I made "fsdoom" this way - a file manager utility that let you delete files from your $HOME by killing monsters.