I understand that brevity is not the goal here but I have read through the first 3 "episodes" and feel as though the content has been mostly trite remarks. I don't mean to be a grinch here. I love what the author is doing and the informal "Khan Academy" approach to mathematics but I can't help but want more meaty content.
Yeah. I also don’t want to be too negative, but I skimmed through the posts so far, and it seems like we don’t actually have much graphics or linear algebra yet. Instead, we have a bunch of wordy prose preparing us to someday get to the graphical linear algebra.
To the author: you might want to lead off with something a bit more substantive, or many readers are going to get bored and leave before you ever get to teach them anything.
This needs considerably more content. I find that 'graphical' linear algebra becomes a powerful tool when it is used to develop visual intuition for concepts such as determinants (areas/volumes in space and what it means for this quantity to be zero), solutions to linear systems (intersecting lines/planes/hyperplanes), subspaces (lines embedded in planes/hyperplanes and planes/hyperplanes embedded in planes), why a transform from R^2 -> R is not invertible (collapsing a plane into a line) what an eigenvector looks like and how it relates to other matrix properties such as invertibility (with illustrative examples such as a scaling matrix and a rotation matrix)
Having said that, I like the lego analogy for direct sums and why they don't commute. It explains concepts a lot more abstract than the basics of linear algebra. I was not expecting that from the title
Seems like a good idea. I would have liked this better if it covered harder theory. Khan Academy's linear algebra section is pretty good. I find it very long, though. Text + graphics wouldn't have that limitation.
My suggestion would be - take mathematics required by game development and explain how that works - collisions, intersections, visibility, rotations. All the juice is right there!