Is the paradigm shift of darkfrog compatible with the MVC design pattern?

Hi!



As I am at the beginning of my project using JME 2.0, I prefer writing my game on a solid base. The previous version respects the design pattern MVC and I would like to do it too with the next version under JME. I read the part of the user’s guide that deals with the paradigm shift of darkfrog but some things are not clear for me. StandardGame allows to separate the code that deals with the rendering and the code that doesn’t deal with it. More precisely, it could allow to separate the data (Model) and the way they are represented (View). It would be better if we knew exactly which calls must be done in the OpenGL thread and which one mustn’t. Therefore, can I consider that the game states play the role of the controllers to allow the view to know how the model is in order to render itself? I want to respect this design pattern because it helps to separate the concerns and it might help me in a far future if I decide to add an online mode (the model would be on the server, the view(s) on the client(s) and the controller(s) should be split between the server and the client(s)).



Finally, I already asked this question and I need an answer from someone who knows JME very good. I want to implement this kind of spatial partitioning:

http://www.cs.virginia.edu/~gfx/Courses/2002/RealTime.fall.02/Visibility2.ppt



In order to do this, I need to modify JME so that it can handle graphs instead of trees. I read this in the source code:

@Override
    public void updateModelBound() {
        if(children != null) {
            for(int i = 0, max = children.size(); i < max; i++) {
                children.get(i).updateModelBound();
            }
        }
    }


What could be the cleanest way of implementing graphs in JME? Should I create a special kind of node that supports this behavior or should I simply put the whole geometry of my levels into a single node? For the moment, the second option seems more simple to implement but I would have preferred to have several true nodes for a single level (to benefit of JME as a scenegraph). The first option would allow to cut a level into several nodes but it seems extremely complicated to implement. Did someone already try to implement this in JME? Is there something in the source code that already does it? Thank you for reading. I hope darkfrog will have a look at this topic.