MVC:
JME uses MVC (Model, View, Control) design pattern at the core for implementing your game.
JME’s Spatial
s are Views, ex: playerNode
JME’s UserData is Model ex: playerNode.setUserData("health", 100);
And JME’s AbstractControls are Controls of your game ex: playerNode.addControl(new PlayerControl());
ECS:
Another design pattern you can use with JME is ESC (Entity Component System) with help of outer libraries like Zay-ES.
Prototype: actually is your clone
method
The Prototype pattern offers a solution. The key idea is that an object can spawn other objects similar to itself. If you have one ghost, you can make more ghosts from it. If you have a demon, you can make other demons. Any monster can be treated as a prototypal monster used to generate other versions of itself.
see: Prototype · Design Patterns Revisited · Game Programming Patterns
There are other patterns to
please take a look at Table of Contents · Game Programming Patterns
which mostly are same in any game engine.