I try to understand math for 3D games.
If I want to translate a point, I may do it in two ways:
1. Using vector summation.
2. Using matrix multiplication.
For example:
Initial vector $p =(1,2,3)$.
has to be translated by $t=(4,5,-6)$.
$p + a = p2 => (1+4, 2+5, 3-6) = (5,7,-3)$.
If I want to complete "undo", I may $p3 = p2 + (-a)$ ,
The math is simple.
But in books people often use matrix multiplication
For me it seems like doing much more computation.
I wonder, why do people use 4x4 matrix to do the same thing?
The basic idea is to describe all affine transformations (scaling, translation, rotation) by more or less the same operation, namely multiplication by a $4\times 4$-matrix. To achive this, we embed, as you write $\mathbb R^3$ into $\mathbb RP^3$, or the affine part of it, i. e. $\mathbb R^3 \times \{1\} \subseteq \mathbb R^4$. A scaling, or rotation, respresented in $\mathbb R^3$ by a matrix multiplication, $x \mapsto Ax$ for some $A \in {\rm Mat}_3(\mathbb R)$, is now represented by $$ \begin{pmatrix} A & 0 \\ 0 & 1 \end{pmatrix} \cdot \begin{pmatrix} x \\ 1\end{pmatrix} = \begin{pmatrix} Ax \\ 1 \end{pmatrix} $$ any affine map $x \mapsto Ax + b$ can now be represented as above, $$ \begin{pmatrix} A & b \\ 0 & 1 \end{pmatrix} \begin{pmatrix} x \\ 1 \end{pmatrix} = \begin{pmatrix} Ax + b \\ 1 \end{pmatrix} $$ A key point is, that the composition of opertions is now just matrix multiplication, if you differentiate between linear operations and translation, computing compositions is harder.