It is definitely heavy on the math notation. Since the purpose of the book is to provide mathematical derivations, it's impossible to do that without lots of notation. That's why I added the notation and conventions page (right after the table of contents). If you do get a chance to look through it and see any notation in particular that is difficult to follow, please let me know and I'll update that page.
As for the code, knowing Python is a loose pre-requisite, but familiarity with object oriented programming in general should be enough to at least follow along. Most of the code does one of two things: 1) manipulates data represented as vectors/matrices or 2) creates/manipulates the objects themselves. But I should work on making the commenting clearer so it's apparent what each step does, even for someone less comfortable with Python.
Thanks so much for your feedback!
Either way, good luck with the book. I've considered doing knowledge dumps myself for game/game engine oriented information but I don't even know where I would start with that.
Getting started was definitely the hardest part. I put the book together with JupyterBook (https://jupyterbook.org/intro.html), which I would highly recommend! Really neat tool and a helpful community.