3D Color Joystick — mouse = 3D vec

drag → saturation / value
wheel → hue
drag to rotate view

Triangle + Ring — HSV cone topology

drag ring → hue
drag triangle → saturation / value

mat4 — Perspective: FOV+far / aspect+near

→ FOV   ↑ far
→ aspect   ↑ near

      

mat4 — LookAt: 2D joystick drives yaw + pitch

drag → yaw / pitch rate
spring return = stop rotating

      

Rail joystick — left/right selects dimension, up/down is velocity

drag left/right → select dimension (stays)
drag up/down → velocity (spring return)

Zoned joystick — each ring is a vec2 output with its own curve

inner → quad   mid → lin   outer → log
each zone drives a separate cursor

Joystick — velocity input, spring return, drives cursor over time

drag → velocity
release → spring back to zero
cursor driven by joystick velocity

Concentric dials — mid-drag channel switching

drag any ring → set channel
slide in/out mid-drag → switch channel

Concentric knobs — unbounded vec4f, log scaling, locked drag

drag any ring → tune that component
locked to start ring for duration of drag