First, thank you so much for your video. It helped me a lot. Second, there is a memory leak on your, but my limited skills working with Rust and WGPU are making my life harder to solve it. I think it is on your update_surface method since it creates a new instance of the surface, but doesn't drop the old one. If you monitor your memory and move your Window for a while on your screen, you will see your memory increasing forever.
I was getting an weird error (Invalid Surface) trying to run the project at 21:55 so I copied the code from your GitHub to see it I made a mistake, but it was still crashing and giving me an "Invalid Surface" error, although a bit different because GLFW wasn't throwing a stack trace or something. Anyways, I changed the Backend from wgpu::Backends::all() to wgpu::Backends::DX12 and that Fixed it. I'm on Windows 11 with a RTX 2060 Super. Not sure what's going on exactly, but thank you for the videos, can't wait for the next one!
I've no idea how I ended up here, but some feedback: I don't find the _type code in silence -> explain the code_ neither too engaging or time efficient My favourite style that I've found is narrating the goal via current thoughts before/while coding with breaks if relevant, e.g. "Ok, we have an initialized surface, this should be passed to the GPU device to draw on. To do that we need to go though an *typing & saying* instance.request_adapter *break* which is similar to the vulkan adapter if you've used that, *continue typing*..." Interesting nonetheless, keep it up!
First, thank you so much for your video. It helped me a lot. Second, there is a memory leak on your, but my limited skills working with Rust and WGPU are making my life harder to solve it. I think it is on your update_surface method since it creates a new instance of the surface, but doesn't drop the old one. If you monitor your memory and move your Window for a while on your screen, you will see your memory increasing forever.
Great catch, thankyou!
I was getting an weird error (Invalid Surface) trying to run the project at 21:55 so I copied the code from your GitHub to see it I made a mistake, but it was still crashing and giving me an "Invalid Surface" error, although a bit different because GLFW wasn't throwing a stack trace or something. Anyways, I changed the Backend from wgpu::Backends::all() to wgpu::Backends::DX12 and that Fixed it. I'm on Windows 11 with a RTX 2060 Super.
Not sure what's going on exactly, but thank you for the videos, can't wait for the next one!
Very strange, glad you got it working!
thank you for mentioning about directX12 because switching from Vulkan to DirectX on windows fixed the flickering.
I've no idea how I ended up here, but some feedback: I don't find the _type code in silence -> explain the code_ neither too engaging or time efficient
My favourite style that I've found is narrating the goal via current thoughts before/while coding with breaks if relevant, e.g. "Ok, we have an initialized surface, this should be passed to the GPU device to draw on. To do that we need to go though an *typing & saying* instance.request_adapter *break* which is similar to the vulkan adapter if you've used that, *continue typing*..."
Interesting nonetheless, keep it up!
Thanks for the feedback, appreciate it!
was it Thailand ?
That’s right!
@@GetIntoGameDev
Indeed.