If you checkout the SVN repository for version 0.7 you can see the latest changes talk about multi-platform. This is an idea I've been thinking about for long.
Should Revolution Engine become a multi-platform engine?
Initially, Revolution Engine was concieved to show that Wii had more graphical power than showed in it's first games. Given Wii is not a complex platform, developing an Engine froms scratch might not be as hard as for more advanced platforms. Also I wanted to take advantage of Wii controllers, unavailable in other platforms. And at last, I wanted to develop on a console, that I had never done, and wii homebrew was starting off.
But now there is the PS3, completely hacked, and so tempting...and I don't have one.
Well, I don't have a PS3 so I can't port REV to PS3, but still I can prepare the software to be easier to port. And the best way to do this is to port it for another, moreless generic, platform. So I'm writting the Engine itself platform independent, except for some pieces of code, isolated in well defined parts of the engine (the drivers) so if ever me (or someone else) wants to port it, it will be easy.
But there are other advantages. At the same time I'm writting a Windows openGL driver for the engine, so everything compiling on your wii, you can compile it for windows, where you can debug your code easily with visual studio or whatever. I really like this, because I don't have any USB/SD Gekko, so I've never been able to debug code on my Wii, and I really missed it.