In my opinion, learning to use math functions as tools rather than having a deep understanding of how they work is an equally valid approach. I know several great WebGL developers who really aren't very good at math.
Consider the following definitions of the dot product:
A) Algebraically, the dot product is the sum of the products of the corresponding entries of the two sequences of numbers. Geometrically, it is the product of the Euclidean magnitudes of the two vectors and the cosine of the angle between them. These definitions are equivalent when using Cartesian coordinates. In modern geometry, Euclidean spaces are often defined by using vector spaces. In this case, the dot product is used for defining lengths (the length of a vector is the square root of the dot product of the vector by itself) and angles (the cosine of the angle of two vectors is the quotient of their dot product by the product of their lengths).
or
B) The dot product takes two vectors as inputs, and returns a value of 1.0 if they're pointing the same direction, -1.0 if they're pointing in opposite directions, and 0.0 if they're perpendicular (as long as they're unit vectors of equal length). This function can be used for diffuse lighting calculations (i.e. is the light direction facing the same way as the surface?), checking if a point is in front of another point, etc.
In my opinion, the second definition is much more useful for someone interested in 3D on the web, but it's something you won't find in math textbooks.
This is perhaps where I go wrong, as I assume it's 'all the same thing'. I currently work on a web app that provides an editing interface for 2D animation with DOM objects (so, rectangles), so I have a notion of using matrices for camera transforms but the extension into 3D animation seems like another planet. I get what you're saying with the tool perspective, but I'm usually nervous about "how do I fix something if something breaks".
In the past when I've spoken of what I work on with friends of friends who're professionals in other fields, and I'd frequently be asked about my 3D animation skills as they had some business idea they wanted to execute on. This experience was primarily my motivation to looking further into 3D rather than say gaming so gun to my head 3D modeling and editing would be the first stop.
But the comments here have been helpful
But I also think that this mindset is something that needs to be learned. Maybe it can only be learned by successfully achieving enough new skills adjacent to things you know. So doing so lets you gain the confidence you'll always figure it out given enough time, and then also maybe gives you a kind of mental pattern of ways to successfully do so.
This is especially relevant now as we have instant exposure to the best of the best of any field simply by opening a social media app.
Yeah this is something I definitely struggle with
Anecdotally, I develop webgl and the tooling is meh. Far from figured out and even harder if you want to port to React Native too.
As far as math, some is required. But mostly understanding the relationship between position, velocity and acceleration for animations. As well as sin cos and tan for viewport and triangles.
Don’t give up. Age doesn’t matter. Do a little a day.
Luckily, the math for rudimentary 3d is pretty accessible and well documented. There are tons of quality libraries out there for doing linear transformations, so you likely won't need to learn the nuts & bolts unless you really want to. As a bonus, working in 3d is the best way to build an intuition for a lot of linear algebra subjects.
Pick a small goal and work towards that.
Break the problem down in to small steps and find ways of solving each step that works best for you.
You might find you don’t even need any of those textbooks.