Well it took me a LOT more time I wanted... After uploading 0.2 version yesterday I spend like 5 more hours and today even more testing few ideas on how to make water simulation that more or less pertains it's volume/speed/inertia without going trough each pair of colliding particles. So I had few ideas of how to do particle against particle collisions without checking particle pairs at all.
Never got to trying the idea as it was pretty weird but 48H competition is right place to test weird ideas don't you think?
Well it turned out that it is almost impossible to make water stable and more or less pertaining volume without doing particle-particle collisions but here what I got... More or less fine right?
Well only problem that bugs me is that it leaks in some places but fixing it make water aether completely crazy or not that volumetric so I am stopping at this variant.
You can ply with some of the params and stuff. Now to making a game out of it