jms55
Wow, looking at the syllabus, I can't imagine learning all of this in a single semester at more than a very surface level (and the course notes definitely don't seem surface level).

Take just rendering (my area of expertise): There's game programming in general, OOP and ECS, input and update loops, setting up a window, common patterns, etc, necessary prerequisite stuff.

Then there's rendering APIs and the GPU, e.g. learning about vertex/fragment shader concepts and syntax, buffers and uploading data, binding resources, making pipelines and such, etc. Then there's how to make an actual rendering _engine_, e.g. abstractions for batching entities, generating draw lists, command buffer recording for various passes, etc. Then there's lighting - analytic direct lights, many many forms of baked or realtime indirect lighting, BRDFs and PBR shaders, the pain that is shadow mapping, etc. Then on top of all that there's actually optimizing everything both from a CPU and GPU (shader) perspective.

And that's _just_ rendering. Game engines are usually way more. Asset management, physics, UI, possibly scripting, possibly networking, animations, usually some sort of scene editor, etc. All of those with many many subfields and complexities.

udev4096
There's also this great book for designing a game engine. It is quite thorough: https://www.gameenginebook.com/
koolala
Rust and Unity are interesting picks. I feel like everyone used to use C++ to teach game engine development.
kleiba
Alternatively, if you prefer to watch over a 1000 videos featuring a non-standard programming approach and that end up going nowhere, you could go over to youtube and consume the Handmade Hero series...

Sarcasm aside, there's still lots to learn from the series although it does look like Casey's promise of "writing a complete game [...]" might not actually become a reality in the foreseeable future.