Skip to content
SPECIFICTION
Get listed

Frigga for Unity vs SimpleXTerrain

Frigga for Unity

frigga.ondrejnepozitek.com

SimpleXTerrain

github.com

Side by side

FigureFrigga for UnitySimpleXTerrain
Price from—Free
Free plan—Yes
Free trial——
Open source——
WindowsYesYes
macOSYesYes
LinuxYesYes
Plans published01
Spec score · Game Map Generators7.4 (#18)7.6 (#12)
GeneratorsIt includes Noise, Walker, and Rectangle layout generators for organic shapes, winding dungeons, and structured room-based layouts.Heightmap generators include Perlin noise, fractal noise, Voronoi noise, radial shapes, splines, and heightmap images.
PurposeFrigga is a Unity tool for procedurally generating tile-based levels such as dungeons, islands, caves, and natural landscapes.SimpleXTerrain is an open-source procedural terrain generation addon for Godot 4 .NET (C#).

Plans

Frigga for Unity

No plans published.

Frigga for Unity pricing →

SimpleXTerrain

  • FreeFree

SimpleXTerrain pricing →

In their own words

Frigga for Unity

Frigga for Unity has no write-up on Specifiction yet; its figures are above.

Visit frigga.ondrejnepozitek.com

SimpleXTerrain

SimpleXTerrain is a free, MIT-licensed addon for procedural terrain generation in Godot 4 .NET using C#. Its node graph editor defines heightmaps, biomes, splatmaps, and scattered instances. Heightmap sources include Perlin, fractal, and Voronoi noise, radial shapes, splines, and images. Modifiers include levels, curves, slope masks, hydraulic and thermal erosion, terraces, beaches, ledges, and blur.

At runtime, the addon evaluates terrain chunks asynchronously on .NET background tasks around a moving camera, then streams heightmaps and control maps into Terrain3D regions. The documented workflow uses a Terrain3D node with a camera or character attached to a terrain streamer to build Godot scenes. Requirements are Godot Engine 4.6 or later in its .NET or Mono edition, .NET SDK 8.0 or later, and the Terrain3D plugin. Setup involves copying the addon into the project’s addons directory, rebuilding the C# solution, and enabling the plugin in Project Settings. Foliage and object scattering can generate placement data, but the feature is experimental. Some GPU-capable work has RenderingDevice compute helpers; the documentation identifies CPU evaluation as the reliable path.

Visit github.com