About Web Confectionary

The Cobbler’s Children have no shoes
In a blacksmith’s home, knives are wooden
The Lady who sells fans, fans herself with her hands
Physician heal thyself
Web Confectionary is a work in progress

Dogbert The Information you require is [sic] on my website.

WordPress started as a blogging system and today it is part of over a million sites. WordPress has expanded far beyond simple blogging and is touted as a full Content Management System(CMS). There are thousands of plugins, widgets and themes available that make WordPress a contender for many people that desire a simple out of the box solution for a self-hosted website.

All of the above sounds great, however, WordPress is far more powerful than simply themes, widgets and plugins; WordPress is a full-dress PHP Development Framework. My site, Web Confectionary, explores using WordPress as a development platform as well the integration of common web development tools into the platform.

When I first started working with WordPress many years ago I found myself constantly referencing a blog by a fellow developer Bill Erikson. While Bill and I discuss different aspects of WordPress development, the time and dedication Mr. Erickson has devoted to WordPress development has served as an inspiration for the Web Confectionary site.

About Janet

Janet Broadway Web Developer and Inventor

Web Confectioner

What is a Web Confectioner?

Hi! I’m Janet a Web Confectioner and the Inventor of “Facilitate The Simulation of Realistic Interactions Between Physical Objects In a Virtual Space Based On User Intent” – Patent Pending

What exactly is a Web Confectioner? I love all aspects of technology and while I make my living as a Web Developer; I tend to explore the various rabbit holes of Web Technology. A little over 10 years ago I began to work with WordPress and have watched it grow from a simple CMS and Blogging platform into an application platform.

Patent Pending

Years ago I caught the Surfing Bug. While working on a realistic virtual surfing game, I found the current gaming architecture lacking in the ability to interpret my intention on the board. Think about it… when your walking towards a door you have used many times in the real world, you don’t stop and click on it, you naturally and instinctively reach out, turn the knob and push the door open.

  • Surfer needed to mount the board realistically as opposed to starting in sitting position
  • The board needed to react differently for the physical characteristics.
    • Smaller boards like a thruster behaves very differently than a longboard.
    • A larger longboard behaves differently than a Big Guy Short even if a Big Guy Short is technically a longboard
  • The movement of the board needed to respond realistically to user input
    • While sitting on the board; shifting your weight back should make the nose come up
    • The physical characteristics of the board combined with the surfer should correlate to the user input
      • Paddling speed should not be a fixed value; that is one stroke should not immediately win over the physics engines interpretation of weight
      • The weight of the vehicle (surfboard) interpreted by the physics engine was did not account for surfer position and weight.
    • Most importantly the surfboard needed to respond to user input based on real life physics of surfing. This is how Physical Intention was created.
      • Real life is not always defined; consider balance, when you stand up from sitting your are not aware of every mechanical nuance that your body makes.
      • If you stand and the floor is uneven you are generally spatially aware of this.
      • Every nuance is consider in the laws of physics. This is why your unconscious muscular motor control adjusts instinctively you shift your weight to compensate for the uneven floor.
      • This is why User Intent in a Host Physic Simulation needs to derive from the surrounding physic, spatial relationships and input

As I started to create the new surfboard I struggled against the current gaming system architecture. By the time I was finished; I had developed the concept of Physics Based Intention.

At first I had many Levels each representing an individual surfing action; mounting, sitting, paddling, catching a wave and surfing the wave. There were defined routines for cutting back and another for carving etc. This approach was clunky at best. It did not feel realistic or respond instinctively. The problem was I was reacting only to events in the game loop. While trying to figure out how to make the Surfer’s intention of catching the wave integral to the action of surfing as one seamless movement; I had an epiphany.

I realized that in real life surfing; when I wanted to catch a wave I did not do two actions. There is no intention of getting into position and then another intention of standing up. There is the single intention of catching the wave. The entire intention of catching a wave is a single action of being in a position to catch the wave, paddling for the wave and the habitual instinct of popping up as soon as I caught the wave.

  1. I moved User Intention to a new subsystem in the Game Architecture at the same level as the Physics Engine
  2. Physics Engine continues to maintain the simulation of physical objects.
  3. Game Level continues to manage the render of the simulation.
  4. There is a single Game Level for all related actions of surfing.
  5. Game Level Loop Events Delegated to User Intention while surfing.
  6. Spatial and Physical interrogation of the combined physics properties of surfer, surfboard and wave along with Input which determines the intention of the surfer.
  7. User intention is tested against the Newtonian Laws which results in a Pass or Fail.
  8. Game Level Loop then is updated for the management of the Surfing Level.

About The Code Examples

I started this site prior to the release of Bootstrap 4; For this reason this site and most of the examples show here are built on the following technologies:

The Code Examples here should work with Bootstrap 4 and The Sass CSS preprocessor. You will have to change the enqueue of the styles and script names. Of course if your going with Bootstrap 4 you would do your CSS with SASS not LESS.

WordPress, Bootstap and CSS

  • WordPress 4.7 and currently tested up WordPres 4.9.4
  • Bootstrap: Bootstrap v3.3.7
  • Less CSS Pre-Processor: v2.7.1

WordPress Theme

  • Parent Theme:Timber Starter Theme
  • Custom Child Theme: Web Confectionary


  • Web Confectionary MVC: Version 1.1 Built on the WordPress Plugin Boiler Plate Stable tag: 4.3
  • Timber Twig: Updated to Version 1.7.x
  • Catch IDs: Version 1.4.x
  • Pods: Version 2.71
  • WP Real Media Library: Version 3.4.3