It's ridiculous how much random college-level linear algebra textbook material I stared at before things clicked in the course of just jumping in and exploring 3D graphics and writing my own 3D vector, matrix multiplication and 3D transform headers and using them in making some games in plain C. At some point it's like "Wait, is linear algebra really just about heaps of multiplication and addition? Like every dimensi…
> Maybe my understanding is all wrong, feel free to correct me, as my understanding on this subject is entirely self-taught. I wouldn't say it is all wrong. Just that the stuff you are talking about is a very tiny fraction of LA. I took a graduate class in LA, based on Strang's book. I have the book right here in front of me. So the stuff you allude to, i.e. rotation matrix, reflection matrix & projection matrix, is…
So does LA get substantially more involved than just lots of multiplications and additions or is it always at the end of the day still just bags of floats getting multiplied and summed? Is it just a fantastic rabbit hole describing what values you put where in those bags of numbers?