An experiment- the entire water surface is volumetric and can have separate regions with height differences.
Takes only 1ms for a 19km planet with LOD and Sleeping :)
It is a completely different solution to the algorithm shown by Keen and has many more limitations compared to it. Only the surface of the fluid is simulated and as a result, does not allow disconnected water particles above the surface. There is not a velocity vector of any kind currently.
The primary goal of it is to solve the problem of infinite water (Collectors) and a planet-wide radius. Interaction beyond voxel and static grids is not expected, a dedicated algorithm for local grid volumetrics may come.