I've created a version of the SDK on Github to support community driven feature additions and fixes. It was initially created as a way to use the SDK on Linux (only a few days before Oculus released their own Linux support) and to integrate a Java API for accessing the Rift sensor.
The 'master' branch will attempt to always track the current official SDK, while additional branches will be created for specific features. Currently there exist an 'unstable' branch which includes the Java Sensor code, my original Linux code, and some minor bug fixes to the existing SDK.
https://github.com/jherico/OculusSDK
Licensing
The code is provided under the terms of the Oculus SDK license, and as such any submissions of code derived from SDK code will be the property of Oculus VR. Hopefully this shouldn't be a problem. If you feel you have some groundbreaking code that you want to use in the SDK and you want to make sure it's covered under a more permissive license or that you retain ownership of it, you should release it as a separate library, and integrate it into the SDK via calls to that library. Also bear in mind that most, if not all of the Sample code is explicitly listed as covered under the Apache 2.0 license, so modifications or additions to those component should not be a problem.
Please feel free fork, submit issues, features requests, pull request, etc, but always bear in mind the licensing constraints and do not violate them.
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Comments
You are the one that defends doing things in double, yet you do it.
I specify exactly why in my post. So that there's a focused area for issue tracking and for submitting features and fixes back to OVR. Right now if I wanted to do that my best shot would be an email or a ticket, and based on my experience their responsiveness is spotty at best.
I'm sure you mean I decry duplicated effort, not defend it. Regardless, forking something isn't the same thing as reimplementing core language functionality, which is what I was expressing concern over in the other thread. If you don't want to contribute, no one is compelling you.
Co-author of Oculus Rift in Action