On WIndows 10, for AppGameKit Studio on Vulkan renderer, if the game is minimized, the game will run without FPS limit and consume around 20% higher CPU compared to when the windows is on. The loop is still running, only it's running very very fast.
Also, another thing that happens is, one AppGameKit user reported that if a screen recording program is started (rendering the AppGameKit game out of focus), the recording result will show that the game is running very very fast without FPS limitation. This is solved by using 'Basic' as renderer.
Furthermore, any 3D objects, PRINTS, or texts created during the minimized state, will be garbled up, or straight up doesn't show. 3D models will have its polygons strewn across the whole scene, like it has exploded.
Keyboard scancode detection is also messed up. If the game is minimized while a key is pressed, the game will continue to detect the key as if it's still being pressed, and even after the windows is being maximized again, the game still detect the key as being pressed. I need to re-press the exact same key to 'reset' it. Pressing other keys won't reset it.
If left minimized for extended period of time, the game will freeze and crash, and cannot be resumed anymore.
As IBOL said, GetPaused() will return 1 only at the very frame when the windows is minimized. After that frame, during minimized state, or even after the program is maximized again, it will return 0.
There are no functions to detect whether the program is back on focus, or being maximized. I detect the program 'resume' by detecting pointer movement and keyboard click.
I've partly mitigate this problem by putting every new 3D object/text creation on hold during minimized state.
On Classic, I haven't encountered these problems.