Maybe I'm missing something. The velocity in any number of dimensions would be 
incorporated using the CoordinateEncoder by calculating the radius based on the 
velocity. How you do this calculation depends on what world you're encoding 
this for. If you want to run this on Earth, you could use the 
GeospatialCoordinateEncoder (once we add in altitude). As an alternative 
example, for your Minecraft demo for example, you could create a 
MinecraftCoordinateEncoder that extends CoordinateEncoder, which does radius 
calculations based on velocity specific to Minecraft. I don't see a need to a 
separate 3DCoordinateEncoder in this case.




Unless there's a standard way we can figure out to convert velocity in 
N-dimensions to a radius in N-dimensions that makes sense in all cases, then we 
can add that convenience function to CoordinateEncoder and people can use it 
directly.

On Sat, Oct 25, 2014 at 1:49 PM, Matthew Taylor <[email protected]> wrote:

> On Sat, Oct 25, 2014 at 12:20 PM, Chetan Surpur <[email protected]> wrote:
>> The CoordinateEncoder already supports coordinates of any number of
>> dimensions.
> Right, but I also want to incorporate velocity for 3D movement, which
> could be done in a 3DCoordinateEncoder that extends CoordinateEncoder.
> ---------
> Matt Taylor
> OS Community Flag-Bearer
> Numenta

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