FIGHTING IN THE STREETS A living arena: light, shadow and weather Recorded prototype · Explanatory captions [0:00] A living arena: light, shadow and weather A fighting stage that changes with the world. [0:04] Four times of day. Three scenery planes. Dawn, day, dusk and night use separate paintings. Far, middle and near layers create depth. [0:10] Sunset responds to the skyline Partial skyline exposure strengthens warmth and glare. The sun passes behind the painted scenery. [0:17] Cool moonlight. Warm local lamps. Moonlight cools the stage. Nearby lamps add directional, colored light. [0:22] Light reads the pose Light responds to values on the pose’s surface. The original painted colors remain part of the result. [0:28] Shadows belong to the moving silhouette Moving silhouettes follow the light direction. Pose, facing and position feed the 2D lighting model. [0:33] One lighting model across the cast The lighting model follows different character shapes. [0:37] Rain makes contact Rain hits mapped floor depths and moving sprite surfaces. [0:43] Snow follows the animation Snow uses frame-specific surface shapes. Accumulation follows the pose instead of a fixed stripe. [0:49] Bruno’s harbor has its own moving water Dedicated water paintings loop between scenery layers. [0:53] Fighting in the Streets 2D surface approximation · World state is saved per browser. Original designs and artwork by Keyeske Yamada. Game made completely in Codex GPT 6.1 SOL. Music scores by Codex, remixed in Suno. Footage notes: sunrise and sunset are accelerated world-clock tests. All game excerpts are existing verified prototype captures; the same-pose comparison enlarges exact native screenshot pixels. No new capture or newly completed fix is claimed. Limitations: surface values and shadows are inferred 2D approximations, not 3D geometry or fluid simulation. Time/weather state is browser-local, without authoritative synchronization across computers. The dedicated animated harbor-water demonstration is Bruno’s stage.