Now, this was a week in which some really important work was done. Last week, I wrote about the roadblocks I was facing with writing my own game engine – guaranteeing a smooth game loop, constant frame rate, and float precision. While it is quite easy to build a functional game loop, it is harder to build one that does not break under stress. Somehow my windows framework wasn’t sending regular updates to my main loop, and I spent quite a while scratching my head trying to figure it out. However, time is precious and it was running out. I had to make a decision, and make it quick. I chose to jump into Unreal and port over all my code into Unreal 4.16. Jumping to Unreal I wanted to build a follower behavior, but I also wanted to build it right. So, I made sure to have a component-based architecture from the get-go, and made sure to have the steering behaviors as Actor Components, so that they could be attached to any actor and be reused. The Actor Steering component...