I suppose for application domains like games, you just want ballpark estimates quickly, and numerical errors aren't very important.
(scribble scribble) ... Edit: and for self intersecting, it gives the area of the poly where winding is odd.
I doubt anyone do that. What was described seems a lot more work compared to searching the web for the right formula/algorithm/source-code -- at least in the modern days. A very minimal amount of research will reveal this algorithm mentioned by the author.
That said, it certainly is a very nice algorithm.