The most general structure of a computational algorithm that implements meshless Lagrangian methods of computational fluid dynamics is discussed. Not only the main ones are touched upon, but also “auxiliary”, but therefore no less important procedures, which implementation is often practically ignored. The latter can lead to a significant imbalance and decrease in the efficiency of codes in which the “basic” computational operations are significantly optimized. The author's in-house codes VM2D and VM3D are discussed, the development of which at the first (“exploratory”) stage proceeded mainly along the path of choosing and implementing the necessary mathematical models, and the achievement of acceptable efficiency was ensured by an “extensive” way – involving significant computing resources (in particular, graphical accelerators). An attempt was made to make a conclusion about the expediency of using existing third-party libraries to perform computational geometry operations, solve problems on graphs, etc..