javascript

Javascript 

Like many programmers recently Javascript has become a staple in my programming toolbox.

 

Aquamor 2026 Website

Mon, 04/13/2026 - 13:52

After several years Aquamor finally has a new website! When I started her in 2018 the company was called TSTWater. The website was all HTML. This was great for security and incredibly fast to load however, not very user friendly when updates needed to be made. When we merged with Aquamor I needed to update several pages manually. 

I am not sure who initially built this new version of the website. I was handed a mostly completed list of files in 2024 and was asked to finish it up and add a few features.

Wes Mantooth Ver 3.0 Proposal (2022)

Sun, 11/27/2022 - 12:27

I plan to get started on this probably in December of 2022

  • Autoload dependencies
  • No more (or at least "less" namespaces ) ... the namespaces will exist for my development but not for usage
  • ES6+ code
  • Piping of the methods
    • i.e. drawrect(x,y,x2,y2).stroke(2).color('#000').fillColor('blue')
  • Reorganize where methods exist in the actual namespaces
  • I would like to write the schema for sublime text to make it easier to use
  • Not sure what else but probably plenty

Books and Authors Plugin

Sun, 02/18/2018 - 08:17

Our team was tasked with building a new website for a non-profit organization in Riverside for local authors known as the Inlandia Institute. The previous website was built on vanilla PHP with a custom CMS. The website had a few hundred authors and subsequently a few thousand associated books.

The CMS was limited and difficult to use and for this reason the owners had rarely used it.

My task was to:

Optimizing Wes Mantooth

Fri, 08/04/2017 - 22:13

The whole idea behind this project has never been to create games. It was really an exercise to optimize my Javascript abilities. Generally at work if I write Javascript it's using jQuery and due to time constraints it can often be quite ugly and not very efficient. 

So I built a list of tools I felt would be necessary for a game engine and currently they aren't exactly efficient or easy to use.

For example the multi-canvas example currently can run about 60 objects on screen before it starts to slow down. .. That's terrible.

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