Play Red Dead Redemption 2 as a Garry’s Mod player. You move with GMod’s controls, pick up RDR2’s people, horses and wagons with the physgun, weld things together with the toolgun, and spawn RDR2 characters from a dedicated tab in the Q menu.
Made with Claude Opus 5.5
The creator built it as a test of what current AI can do with live games, and is unusually open about the split: the model wrote and debugged the code, launched and drove both games itself, read their logs and screenshots, and measured the results. A person directed the work, played it and reported what felt wrong. It is a clean example of how AI merge games are actually made.
What it does
- GMod movement, including noclip, on RDR2’s ground, stopped by its walls, trees and rocks.
- Physgun and gravity gun on RDR2’s people, animals, wagons, boats and objects. Held people go ragdoll; thrown ones land and get up.
- GMod guns hurt RDR2’s people as real RDR2 bullets, with witnesses and the law reacting. Explosions are real RDR2 explosions.
- RDR2’s own guns become GMod weapons, and the Q menu can spawn RDR2 people, animals and vehicles by name.
How it works
Neither game is rewritten. Garry’s Mod runs hidden next to RDR2 and owns the player and the sandbox; RDR2 owns its world, AI and rendering; the two exchange state through shared memory every frame. A live bridge.
What you need
- 64-bit Windows.
- Red Dead Redemption 2, Story Mode only, with Script Hook RDR2.
- Garry’s Mod switched to the x86-64 beta branch in Steam.
Status
The creator labels it beta: it has been built and played on one machine (Windows 11, NVIDIA, RDR2 on Vulkan) but not yet installed on another PC. Expect to be an early tester.