What? a Physics engine is used for everything howdays, CPU or GPU does not matter, it does the same work, it just does faster allowing for freeing cpu time what allows for fancy effects.
Unity por example uses PhysX it for absolutely everything and its CPU-Only PhysX, and when i talk about everything its everything, a moving object? is a RigidBody, you add a force to it on X, Y, Z, and it will just move, speed will decay according to drag.
A body? it has a collider with a material, a bullet is a rigidbody, how to calculate damage? when a collision happens, thats when for example a bullet impacted someone.
Im doing a ship radar, how it finds targets? suprise surprise a Physics Sphere! It returns eveything inside it, also used for AOE stuff.
Hell in the past even mouse clicks where using a physics raycast, and what determined if you a clicking a object is if the raycast collided with a collider, thats now reeplaced by the event system, and that was with 4.6 on the last year.
So im not sure if i made myselft clear i could continue, but Physics is not "only" for effects.
Unreal Engine is no different.
Async Compute is another thing, it allows for shader compute to be done, i need to read more docs about it, but i will not bother unless Unity implements it, Unity will add full DX12 support by 5.4 on MAR 16, 2016.
Unity por example uses PhysX it for absolutely everything and its CPU-Only PhysX, and when i talk about everything its everything, a moving object? is a RigidBody, you add a force to it on X, Y, Z, and it will just move, speed will decay according to drag.
A body? it has a collider with a material, a bullet is a rigidbody, how to calculate damage? when a collision happens, thats when for example a bullet impacted someone.
Im doing a ship radar, how it finds targets? suprise surprise a Physics Sphere! It returns eveything inside it, also used for AOE stuff.
Hell in the past even mouse clicks where using a physics raycast, and what determined if you a clicking a object is if the raycast collided with a collider, thats now reeplaced by the event system, and that was with 4.6 on the last year.
So im not sure if i made myselft clear i could continue, but Physics is not "only" for effects.
Unreal Engine is no different.
Async Compute is another thing, it allows for shader compute to be done, i need to read more docs about it, but i will not bother unless Unity implements it, Unity will add full DX12 support by 5.4 on MAR 16, 2016.