Earlier quoted context omitted.
I can't see myself really needing to apply any Linear Algebra concepts writing a Wolfenstein clone in Unity3D. It does everything for you like that (shader graphics, collision detection, vector math, etc). All you'd have to do is code some simple AI for the enemy gameobjects and make the player gameobject in the standard FPS shooting format, which there are pre-built defaults for in the example projects. The majority…
Even "just" ai can teach you a lot. For example trying to calculate if enemy can see you, or which path he should take is interesting. Of course you can go far with "turn towards player and shoot" ai, but where's the fun in that. Actually it would be fun to give student's assigment like: here's the AI interface, make a game using it, and write your bot. Then we will run all the bots in free for all mode on all the ga…
Send a raytrace from the bot to the player and see if it hits something other than the player, which is just one line
Pathtaking beyond simply moving towards the player is a lot harder, yeah.