So now I finally sat down and programmed a test to see if
Oculus Rift support in
CopperCube would be possible/easy/nice to have. And although CopperCube uses a left handed coordinate system, I wanted to work it with D3D9 instead of D3D10 and other smaller unusual technical obstacles, it was relatively easy to implement. On my system, I now have a build of CopperCube capable of creating Windows apps which use the Oculus Rift:
It's cool with the headset on and running in 'real 3d' through your own 3D worlds.
I didn't implement all necessary features yet, for example 2D elements won't work yet. Also, I don't think particle systems will look correct without adaptions, it will be fun to try them out. All in all, there is still much work to do, but chances are now really high that the next free update of CopperCube will include Oculus Rift support.