I see your point on python, but I want to correct you on 3d game developing, it does NOT take calculus OR physics to create games, if you were trying to come up with a new type of mother board or working with modern computer hardware in general, you would be right, but Game Design (even in the coding sector) does NOT call for "Rocket science" While creating your own engine is harder than normal coding or scripting, the differences lie in the type of coding, youll start getting into non object oriented coding and you have to worry about a computers performance or worry about setting memory on to the GPU and splitting up tasks, and when using shaders (which is commonly confused with being some super secret extremely hardcore coding technique or something else of the like) are simply DEV MADE PROGRAMS ON THE RENDERER (what shows the pixels come up on your screen).
I am by no means saying its easy, or your stupid if you can't figure it out, Im just saying any one has the opportunity to learn how to do it, not just people who take a lot of math courses (which in fact will help you very little) The only thing math related you might encounter are algorithms for Occlusion and bumpmapping, antialaising etc, but all the forumlas for such things can easily be found on the internet, and if your coding for say, Dx11 (and other versions) or OpenGl, then the graphics libraries already contain those functions and will automatically apply them in some cases. And If, say, your working with the Unreal Engine, or Source, most of the hard arbitrary stuff is done for you!