Quote: "Maybe for X10 it's more plausible but I think it would be a silly idea and hard to do as well,"
Yeah difficult because the 360 uses DirectX9.0c
The only thing realistically stopping FPSCreator being on the 360 is TGC not believeing it would be financially viable.
I've been able to get some DBP running on the 360 DeveloperKit, however a big problem with it is you have to low-level hack around some of the Windows dependancy that quite frankly isn't worth the time and effort.
There however wouldn't be a problem with TGC creating an Xbox 360 compatible version, that would read a common format. Yes, the 360 runs on a PowerPC processor that uses big-endian over little-endian that Intel/AMD uses; but that said it does have a hardware decode that will swap data. This isn't great for performance titles, but FPSCreator is hardly what could be deemed "performance" heavy.
That said, I'd be surprised if something the quality of FPSCreator made it past Microsoft quality control. I mean you don't have to make something fast, or enjoyable.. but there are over 130 technical criteria you have to meet and pass in order for it to quality for deployment.
And realistically I doubt TGC being able to make a product that can pass. I've asked Lee in the past a few times about making GDK compatible with the 360, so when I was done prototyping with DBP I wouldn't have to then recode everything extensively (i.e. from the ground up) just to deploy. The answer I got was "we have no plans for a 360 version", which imo is shooting themselves in the foot because console middleware is HUGE business now.