My question is, does this seem like a good logical base for a game engine as well? Each "View" in the game, such as the main 3d scene, the options panel, the login screen, each of these would have a GameController, and attached to each GameController would be a root GameView. Each GameController builds its subviews, and then the root view of the controller is added to the root GameController's view, which is essentially just a root node. Then on each render pass, the view hierarchy is traversed, and each view is rendered.
Not sure if this is making sense by this point, but if you're still with me, I'm wondering if there is anything that is obviously wrong with this architecture, whether its something small or big. I'd appreciate any opinions on the matter, and if there are any questions I will be happy to clarify.
Edited by metsfan, 10 June 2012 - 09:57 PM.