I can't think of much in regards to online resources or even anything that isn't fairly "raw."
Legacy
Modern
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Caution note about FBX, the Blender idiots always export blend-shapes wrong so if you're working with the FBX-sdk directly (and not a wrapper that takes care of this) you'll need to check if the file came from Blender (if (fbxHeaderInfo && fbxHeaderInfo->mCreator.Lower().Find("blender") != -1) { fromBlender = true; }
) and if so then do the appropriate conversion to your system because the FbxAxisSystem converter will not catch it right.
FBX stores morphs per Control-Point so if you aren't tracking colocals you're going to need to. std::multimap<uint /*ctrl-point*/, uint /*vertex index*/>
will do.
When I started my job as C++ programmer I heard more than a few people mention Effective C++ by Scott Meyers.
I 100% recommend his books. He has quite a few, but the two I read were the original effective c++ and then the book he put out after cpp11 was released (the modern c++ version). The modern c++ doesn't replace the first, it just adds to it.
They're relatively short little books and I found them to have a good sense of humor.
I read the modern book first, which I'm not sure if I recommend.
LearnOpenGL is a good starting point. I’m also reading Game Engine Architecture which I have found interesting but not been able to put into to practice yet.
I recommend you to read this book, It is about implementing mathematics in Python and after use what you have learned in another more game oriented high performance language like C++ and/or Rust
https://www.amazon.com/Math-Programmers-Paul-Orland/dp/1617295353