Frigga for Unity vs SimpleXTerrain
Frigga for Unity
frigga.ondrejnepozitek.comSimpleXTerrain
github.comSide by side
| Figure | Frigga for Unity | SimpleXTerrain |
|---|---|---|
| Price from | — | Free |
| Free plan | — | Yes |
| Free trial | — | — |
| Open source | — | — |
| Windows | Yes | Yes |
| macOS | Yes | Yes |
| Linux | Yes | Yes |
| Plans published | 0 | 1 |
| Spec score · Game Map Generators | 7.4 (#18) | 7.6 (#12) |
| Generators | It 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. |
| Purpose | Frigga 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
In their own words
Frigga for Unity
Frigga for Unity has no write-up on Specifiction yet; its figures are above.
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.