I think your question is related to how game engine works. I'm not sure if there's a specific course that does this with regards to Unity, but if I were you I would look at the C# libraries that you import with unity and see what they give you access with respect to the Unity Application.
You may need to double check this, but I don't think Unity is open source so you can't do a deep dive. The most you can do in this scenario would be to check out gamedev logs of people who've tried to build their own game engine see what problems they came across, and try to infer what Unity Engine devs did to solve them.
Another resource you can check out are books on building game engines.
Foundations of Game Engine Development, Volume 1: Mathematics 1st Edition byEric Lengyel
You've gotten a few good recommendations on game design, this one is a solid technical book
Haha circular conversation here. Why would it be better?
Do you just think it is more interesting of a problem to tackle? Not discouraging you, but just wondering what it is that you think making a game engine will do for you.
There isn’t much documentation because making a game engine requires integration of a lot of different frameworks and skills. You won’t find a good single book (at least a “good” book) about how to make a full featured game engine. You will find books about making simple engines with limited capabilities, or books that dive deep into one particular topic (physics simulations, writing a rendering pipeline, etc…). It takes a lot to make a game engine. There are whole companies that just develop game engines, not even games!
For games specifically, Eric Lengyel is excellent. I wouldn't use it for a first look at linear algebra, but it is an excellent general refresher in addition to covering some niche topics that you won't really get in most math texts (Grassman algebra, examples involving graphics, etc). Includes problems with solutions.
For a more complete math treatment, if you never took math in college, you can't go wrong with Engineering Mathematics. I can endorse the previous edition if you are looking to save some money -- includes detailed lessons broken down into modules, complete with problems all the way from algebra through basic differential equations and linear algebra. It is admittedly a little weak in its treatment of discrete math, but you almost certainly already got that somewhere else.
Whatever you choose, the trick is to solve all the problems in the book, which is why I am biased towards books with complete solutions available.
Specifiek aan m'n werk: Foundations of Game Engine Development 1: Mathematics (Lengyel).
Meer algemeen: Calculus (Stewart), de classic. Voor studie grote delen moeten doorwerken maar weinig van blijven hangen.
Er zijn uiteraard boeken die veel meer de diepte in gaan op een bepaald onderwerp maar daar ben ik nog niet ;)
Yea you need these books book 1 you can find the others below or you can see books halord read to make a game engine you can also watch pard code 3D c++ game engine development series have fun it’s better now or never
I am only a beginner myself, but I’ve been working through these books and find them excellent.
Foundations of Game Engine Development, Volume 1: Mathematics https://www.amazon.ca/dp/0985811749/ref=cm_sw_r_cp_api_fabc_kEI6FbHJJGAJS
Foundations of Game Engine Development, Volume 2: Rendering https://www.amazon.ca/dp/0985811757/ref=cm_sw_r_cp_api_fabc_KFI6Fb5NECG31?_encoding=UTF8&psc=1
I found Foundations of Game Engine Development, Volume 1: Mathematics to be pretty good. It's relatively short for a math text, but covers linear algebra, transforms, geometry and Grassmann algebra. The writing is concise but doesn't assume too much prior knowledge.
If you're interested in the rendering side of things, there are a bunch of great free resources here: http://www.realtimerendering.com/index.html.
Although the other books in the series aren't out yet, for math I'd recommend the first book in the Foundations of Game Engine Development. https://www.amazon.com/dp/0985811749/ http://foundationsofgameenginedev.com/
Edit: Didn't notice this in the chart at first, but apparently it is up there. The recommended path is actually his older book, but I would personally go for this one.
The 2nd edition came out in 2014. It's good for an overview of commonly useful systems and what production teams need from them. It doesn't go into great detail. [EDIT] d'oh I was slow.
Real-time Rendering has a 4th Edition coming out soon with more up-to-date info.
Given your experience, it sounds like your math's probably strong, but if you want review Eric Lengyel has a new book out that I heard is good: https://www.amazon.com/Foundations-Game-Engine-Development-Mathematics/dp/0985811749
For AI:
Game AI By Example is an older one that provides a decent baseline if you're not very familiar with game AI: https://www.amazon.com/Programming-Example-Wordware-Developers-Library/dp/1556220782
And a lot of more recent info and course material is on at http://aigamedev.com/ which I guess has turned into https://nucl.ai/
Also some of the old Game Programming Gems have random chapters on AI techniques.
Also go look at the popular engines, do their AI tutorials, then try to look at the code. The Behave plugin for Unity does behavior trees, and UE4 has a behavior tree system you can read about.
Behavior trees aren't the newest thing though, look at the talk catalogue for the GDC 2018 AI Summit.