I haven't updated my site in over a year, but I was inspired to after getting a lot of work done on this project. I made a post a long time ago about making an engine in Vulkan - that project has pivoted to something very different. The engine is less focused on rendering now, and mostly on 2D physics. Although the game I develop based on this physics engine will use some interesting methods for the 2D rendering.
So far, I have built a robust physics engine based on AVBD - or Augmented Vertex Block Descent (AVBD). It's a pretty new algorithm for accurate, parallelized physics. I only implemented a couple steps on GPU, though - most of it is on CPU and parallelized through std::execution::par_unseq or just par. The results look good so far, and I'm ready to start building a game on top of it.