Fixed‑time‑step vs. variable‑time‑step: which better supports graceful cancellation in MonoGame?
The goal is to ensure that when a cancellation token is triggered, the game loop stops heavy update work promptly while still allowing rendering to finish or exit cleanly. MonoGame's Game class exposes IsFixedTimeStep and TargetElapsedTime for a deterministic loop, but it does not automatically inject a CancellationToken into Update or Draw, leaving the deve