Hello!
Programming languages share similar concepts, but are born from different requirements or tastes. https://wikipedia.org/wiki/Ada_Lovelace is considered a real programmer …having written programming algorithms before computers were invented.

Math: It is my impression that most programmers (and I include myself) have never made a math library outside of academics … something about reinventing wheels.

OpenGL: I learned basics by studying Urho’s GLSL shaders and web searching. https://opengl.org/

Web search/books should also be informative on much of this. And perhaps our C++ thread: Learning C++ to use Urho3D

Most of the math you should be familiar with will not ask more of you than secondary school. The main exception to that, I think, are the dot product and cross product. Understanding these can be very helpful, but is not common knowledge to the average person who just starts programming.

Lowest parts are still written in ASM. Context switching, MMU/MPU handling, Interrupts… Some OSs call it the ASP (Architecture Support Package). Typical code you will find in /arch…

Despite there is no C++ in Linux or BSD, you still can find C++ inside newer kernels like Haiku-OS(BeOS successor) or Fuchsia(Google’s).

Dot and cross products can be explained fairly easily, when given contextual examples of their use in games, for me the complex math is more complex - we have things like Set Theory, skew symmetrics, hamiltonians, dual quaternions, barycentrics, not to mention complex equations that we end up learning once, implementing, and totally forgetting… I would absolutely agree that basic knowledge of vector mathematics (and yes, some trigonometry) will take you a long way, and would add that most of the rules for 3D vectors also work for 2D vectors, so it’s definitely advisable to start with 2D vector math and then simply adding the third dimension…

I’m certainly happy to share what I know, if there is anything specific that you (or anyone else) struggles to understand, or can’t appreciate the value or purpose of, with respect to the mathematics of game development. I’m qualified in that stuff, and working on becoming qualified to teach it, so it would be good for me too.