This Oculus Rift support implementation is designed for first person game play. It is possible to switch to 3rd-person view, but the best (and motion sickness free) experience is in first person mode.
I haven’t tested the whole game yet, but the first 7 levels are working very good.
I don't know how far you got but you might find something useful for your project also, though I think DK2 may make it much easier. I had to do some trickery to get it to only display on the Rift so mirroring wouldn't be necessary. I also had support for head tracking during cinematics.
I did a search before I started my project and I found your work. You work made it a lot easier to start my project. Thx for that. I also mentioned this in the readme file. 🙂
My focus was on the first person experience, but I also removed a lot of forced camera movements during the in-game cut-scenes. I think it works pretty well. The only big issue during this cut-scenes are very high and very low camera positions. The player has to change between looking up and down very often which is not very pleasant.
If you have some suggestions for changes I would like to get your feedback.
You might be interested in https://github.com/JACoders/OpenJK They fixing bugs and cleaning up the original code so good that I suggest you port your modifications to their code, so you can just merge their changes whenever they add some more love.
They are also enhancing the game (without change or re-balancing it) by moving to SDL and similar awesomeness. They are also working on alternative renderers, so they will probably get much better graphics and also support for OpenGL|ES down the road. You can try out one of their alternative renderers by just using a flag while compiling.
I have a question: As Jedi Academy is based on the Quake III engine, is it possible to use your work to enable rift support for other games based on the Quake III engine? Because there is this nice open source multiplayer shooter called Tremulous that still has an active community. I just posted in the Quake II thread about this and only noticed afterwards that there is already rift support for a Quake III engine title.
I sadly have not much knowledge about coding. But in the case rift support is just a copy paste and you want to give it a try, here is the link: