Also a few comments on what people get wrong.
- Yes you do need to divide the meshes up finely. But not that fine. As long as each vertex is about a particle size away your fine. I have seen some meshes with 10k+ vertex's. Thats too fine unless particle size is smaller that .001
- Normals pointing in the wrong direction. It seems that there are few issues with normals. Use approximated polygon objects, convert to triangle mesh and then set smooth shading.
- You need a lot of particles to get a "good" fluid. 10,000 is not a lot. Rendering time still dominate in my experience.
- Time steps are too large. If the fluid just disappears, its because the simulation blew up.
- Remove the need for subdivided meshes. This should fix the normal problems too. This is however quite a bit of code.
- Some small adjustments to the GUI, but they won't be big. Yet.
- Try to get some adaptive time steps in there. This will be a experimental feature.