My First attempt at an SPH fluid simulation

IMCOMPELTE WILL FINSIH AT SOME POINT IN THE FUTURE

Hi guys, I will talk about some random funny things I experienced whilst writting my first SPH fluid simulation.
Firstly, I've written basic elementary fluid simulations before, using cellular-automata. The code is now long-gone, and I sadly won't ever get to run it again. However, it was fun, and it was foundational to how I viewed systems and [smth]. If I ever lost the ability to program, and forgot everything about it, I'd redo it, no matter how many times it may take. Anyways
The first question to answer is; Why SPH when Eulerian looks easier and simpler? Well it's because I have a long history of doing particle based simulations, and agent-based (not LLMS) systems. I find them incredibly fun, and already had a lot of the required scafolding done. Like I have a 100~ line script which gives me an RGB buffer where I can just write stuff. It's a simple script, where I don't need to deal with vertex/fragment shaders, VBO's, buffers, etc, I can just write and go.
Anyways that leads into how I render stuff;
I use a very simple pipeline. I have a static rgb buffer (via SDL2 magic) which I just draw to. I draw all the particles (ghosts, AND fluids). Then I sometimes use marchign squares to also draw a boundary.