My only advice would be to keep an open mind and don't just do the minimum. Type out examples in the book and change them, break them, then fix them. Learn code by reading and studying but also interact with the code.
Specifically, when it comes to pointers forget your first inclination. Everyone's first inclination is to say, I don't need a value that points to the location of a value when I already have a variable that labels the memory location of that value for reference. Without spoiling the surprise or typing a book in the chat window. YES YOU DO!!! LOL. Accept that and read up on pointers and use them.
As far as Classes. Classes are mechanisms that allow you to combine data and operations into a singular unit. Think of a class as a blueprint for a machine. You will be constructing objects from these blueprints and they will perform simple tasks. These object will interact with objects to perform complex tasks. These classes are blueprints for workers who know and do things in your programs.
By the time you reach classes you will have learned many of the built-in data types and utilized their associated operators and functions. Just know that classes are really just Abstract Data Types. When you create a class you are defining a data type. You are defining the data it holds, the functions that it can perform and the operations that can be performed on it.
Polymorphism a big word, but the gist of this one is that once a blueprint is created a more specific version of the blueprint can be created by adding the details that make it unique from the original. The original is the base, parent or polymorphic type, the other is the derived, child or subtype. You may have a class such as Hero. The hero is defined by his attributes of Strength, Speed and Health. He performs the function of acceptQuest(). The Hero may then be the parent class of the child class Fighter who has all of the above but also has member variables sword and armor. He may additionally perform the function swordAttack(). Another child may be Rogue who has all of the attributes of hero but also has a dagger member variable and a lockPicking() function. This one of the types of relationships defined in concept of polymorphism.
These analogies are intentionally vague and will likely grow weak and useless overtime as you acquire solid knowledge of the associated concepts, but I hope to give you a general idea of what these concept are and a feel for why they are powerful. C++ doesn't have that steep of a learning curve. It just has some really rough speed bumps and a long road toward mastery that we all inch along daily.
Oh last thing, I have recently been reading a book called Level Up. It has some good information on the elements of game development and offers practical advice. You may want to check it out!