When I first looked at many shader examples, such as those with SDF, it looked like gibberish.
The first thing you need is a firm understanding of geometry and basic vector/matrix operations (add, sub, mult, dot, cross, etc). You might think you remember stuff from your highschool math classes but if you are not actively using this stuff frequently you will not truly understand it.
For the record I was really bad at basic math, and barely skimmed by in highschool. It wasn't until I started programming heavily that I really learned how everything worked.
Start as simple as possible - rendering a triangle on the screen with polygons (there are a million tutorials for this). Then move up to cubes or something. I recommend starting with Three.js as it very easy to get up and running. Eventually you will get into shaders, which are fairly easy to understand but do have quirks you will gradually learn.
The first thing you need is a firm understanding of geometry and basic vector/matrix operations (add, sub, mult, dot, cross, etc). You might think you remember stuff from your highschool math classes but if you are not actively using this stuff frequently you will not truly understand it.
For the record I was really bad at basic math, and barely skimmed by in highschool. It wasn't until I started programming heavily that I really learned how everything worked.
Start as simple as possible - rendering a triangle on the screen with polygons (there are a million tutorials for this). Then move up to cubes or something. I recommend starting with Three.js as it very easy to get up and running. Eventually you will get into shaders, which are fairly easy to understand but do have quirks you will gradually learn.