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Be smarter about bind group usage #19

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@cart

Currently bind groups are re-created each frame to prevent "garbage" from stacking up from removed resources. @kvark has advised me that this approach isn't optimal 😄

As a short term fix, he suggested just retaining them for X frames before dropping them. We could also make WgpuResources aware of BindGroup resource dependencies. The information is all there, it would just be a matter of storing a RenderResource->Vec<BindGroupId> mapping, then cleaning up bind groups for removed resources.

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    A-RenderingDrawing game state to the screenC-FeatureA new feature, making something new possible

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