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I think a good project-based way to learn about linear algebra is to build a 3d scene rasterizer from scratch. Once you get nested transforms and projection matrices figured out, you are probably going to have a much deeper sense for what these things actually are than someone walking out of a typical college course. The 4x4 homogenous transformation matrix sort of tricked me into learning about things I didn't originally intend to. I spent a solid week watching videos (such as the exact one you linked above) to reach a more satisfying understanding.

I vividly recall manipulating matrices on paper for weeks in college. Absolutely none of it had any real meaning to me. Very little of that education helped me as I got into actual projects, other than some vague awareness that there are these things called matrices and something about system of equations. Having something to pull me towards a specific objective has always resulted in a much more substantial education. Learning about some of this stuff in isolation is really quite painful. Learning about painful things to get to the fun bits seems more tenable.

The homogeneous thing is very nice. As you know it let's you pack translations and self linear maps in K^n into the linear maps of K^(n+1). OpenGL uses it. Also if your perspective is isometric (the projection of the 3D canonic base reminds a Mercedes-Benz logo) it is just linear K^3->K^2.

I think a good project-based way to learn about linear algebra is to build a 3d scene rasterizer from scratch. Once you get nested transforms and projection matrices figured out, you are probably going to have a much deeper sense for what these things actually are than someone walking out of a typical college cours

I don't think this is the best way to learn about linear algebra. It's still mystifying.

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