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Procedural City Generator vs SimpleXTerrain

Procedural City Generator

proceduralworldlab.com

SimpleXTerrain

github.com

Side by side

FigureProcedural City GeneratorSimpleXTerrain
Price from$15/moFree
Free plan—Yes
Free trialYes—
Open source——
WindowsYesYes
macOS—Yes
Linux—Yes
Plans published51
Spec score · Game Map Generators7.9 (#8)7.6 (#12)
PurposeProcedural City Generator is a suite of interactive tools for generating true scale-optimized cities within Unreal Engine 5.SimpleXTerrain is an open-source procedural terrain generation addon for Godot 4 .NET (C#).

Plans

Procedural City Generator

  • Indie Licence — rental$15 a month
  • Indie Licence — perpetual$185, paid once
  • Company Licence — rental$250 a year
  • Company Licence — perpetual$450, paid once
  • Custom LicencePriced on request

Procedural City Generator pricing →

SimpleXTerrain

  • FreeFree

SimpleXTerrain pricing →

In their own words

Procedural City Generator

Procedural City Generator has no write-up on Specifiction yet; its figures are above.

Visit proceduralworldlab.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