I've been trying to get people to do that for the past couple of years. I think a lot of engine devs simply enjoy learning and implementing new techniques. I'm sure that we'd all like our engines to be popular but it's second place to the joy you get when you've gotten a module working well. In this sence people probably don't want to work with others on an engine because things they were looking forward to working on would be done by somebody else.
This engine is in an advanced stage of development but unfortuantly it's based upon GLScene so in order to support the platforms that are stated, you're talking something in the order of ten times the amount of work that has already been conducted.
EDIT : that is to say that the design of the GLScene renderer is old fashioned and poorly suited to GL4 for example and would probably require some work to get working on .NET derived platforms (mono etc) and you may as well join the FPC team if you think you can get things up and running on the PSVita. There's no support for the cell processors modules either so at best you're stuck to using the PowerPC64 core which instantly puts your engine at a disadvantage compared to the C/C++ ones. I did a lot of work a year or two ago getting FPC PowerPC64 compiled stuff working on the PS3 (native, not in linux) and it's unfeasible for the most part as you have to export any functionality you need and link your stuff into a C wrapper. Debugging is a nightmare plus you need a very expensive Dev kit or a hacked console.
Obviously this isn't of concern if GLScene supports those platforms too but speaking as a dev that's spent the past few years writing a core GL3/4 engine, you're not going to see that any time soon
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