> and generally resistant to parallelization (each device can have its own model which are a unique set of linear differential equations).
Solving sets of differential equations is something that's parallelizable though
See for example how there's physics engines running on GPU. That's mechanics and not electric circuits, however it's differential equations all the same.
Which differential equations are you talking about? Linear ones have standard solutions and are definitely parallelisable (though you can basically just write the solution down by hand). Non-linear ones vary from can basically be approximated by a linear solution with corrections to needing to use relaxation methods (which are obviously not parallelisable).
Mechanics is generally linear, and for game physics engines fast is more valuable than correct (fast inverse square root being the obvious poster child). Add viscosity and you're in for a bad time.