(for a less "modern" look-and-feel, we we constrain the rotation angle to 90 degrees, constrain the steps to moving one block at a time, and maybe throttle the frame-rate and put it through some kind of pixellation filter.)
This doesn't render at all without WebGL suport. Three.js apparently allows a Canvas renderer instead of a WebGL renderer; would using that fix the problem?
I think this link is relevant: http://www.isaacsukin.com/news/2012/06/how-build-first-person-shooter-browser-threejs-and-webglhtml5-canvas
(for a less "modern" look-and-feel, we we constrain the rotation angle to 90 degrees, constrain the steps to moving one block at a time, and maybe throttle the frame-rate and put it through some kind of pixellation filter.)