
CubicVR.js now supports (experimental) a few different point rendering modes for meshes. Some examples have been added to the repository to demonstrate:
Various point mode and point material test objects:
http://cjcliffe.github.com/CubicVR.js/cubicvr/samples/pointMode/pointMode.html
Several rendering modes including point applied to a high poly subdivision surface:
http://cjcliffe.github.com/CubicVR.js/cubicvr/samples/pointMode/pointModeSubdivide.html
The CubicVR wiki has been updated with the latest CubicVR build instructions for dreamcast. And now includes instructions for setting up dc-load-ip and compiling / running examples with the broadband adapter; serial instructions will be added soon. I've switched from the SD-Card based KOS release in favor of the official repository which uses BBA/Serial method only; there were build and compatibility issues, conflicts over the FAT file system copyright as well as debugging via SD Card was extremely difficult.
I posted a demo of CubicVR.js vehicle physics which is mostly a test of of the RigidVehicle class but could easily be developed into a game, I'll probably make it available as a GitHub project soon and include the easily editable Blender file for the track.
There's also a great writeup on WebGL.com about it as well: http://www.webgl.com/2012/04/webgl-demo-cubicvr-stunt-track/
The live demo can be found here and is also available in the CubicVR.js GitHub repository samples:
http://cjcliffe.github.com/CubicVR.js/cubicvr/samples/vehicle_physics_demo/stunt_track1.html
I've created a demo to highlight some of the new features of the CubicVR.js Landscape including dynamic deformation, optimized normal updates and image spatting. So far it's all handled in JavaScript with no additional WebGL extensions needed, however a displacement mapping update with reduced memory usage and higher performance will be added utilizing extensions where available.

The demo can be found here, there is a 500m x 500m version which should work well on most systems as well as a 1km x 1km version that is recommended only for faster graphics cards with more memory:
Editor 500m x 500m: http://cjcliffe.github.com/CubicVR.js/experiment/landscape_editor/landscape_edit_500m.html
Editor 1km x 1km: http://cjcliffe.github.com/CubicVR.js/experiment/landscape_editor/landscape_edit_1km.html
You can save your landscapes and load them again by dragging the save file back into the browser; note that you can't currently drag save files from the 1km to 500m version and vice versa (well you can, but it makes a mess).
WebGL.com also had a nice write-up about the Landscape demo: http://www.webgl.com/2012/07/webgl-demo-landscape-editor-cubicvr-js/
I'm excited to have backed the Oculus Rift on Kickstarter and eagerly await my dev kit, in the meantime I've done some stereo rendering experiments in CubicVR.js and have added a simple StereoCameraRig class with 5 different modes available by default. The demo can be found here:
http://cjcliffe.github.com/CubicVR.js/experiment/oculus_rift/stereo_modes_test.html
There's Oculus Rift experimental mode, which is just a quick PostProcessShader I created to bend the split stereo image to look like it did in the Kickstarter video along with matching the field of view specifications; so it's probably all kinds of wrong but at least it's ready to plug in the right values when I can get access to the SDK.
The other modes are standard red/blue, red/green for simple old-school 3D glasses, split stereo and interlace. Plain split stereo divides the display in half; this can be used with some 3D displays and also the eye swap option lets you cross your eyes to see the effect; though I don't recommend crossing them for very long :) There's also an interlace mode which may work with some 3D TV and computer displays with appropriate glasses. Minimal testing done so far so it all probably needs some tweaking..