Immortal
Arcane
I went back and checked.. pretty sure Irrlicht is just 90% a Graphical Framework. Barebones collision detection but their own documentation says to not use it.
No Audio framework, no Animation framework / tools (That I can see). Not sure if it has any particle system or any predfined / boilerplate shader code (AKA you have to do this all yourself), irregardless - Really missing all the bells and whistles of what I'd expect from a "Game Engine".
Having collision detection, even if barebones, is still more than what XNA provided - remember that i was comparing it with XNA. Also it does have particle system, animation framework and other stuff, you can see the features here. BTW XNA also didn't have any of that either. When i made the RobGetOut demo i linked previously i made everything myself, the only thing XNA provided was the graphics framework (note that i also had to write the shaders as the default weren't that great), input handling and audio playback (in comparison Irrlicht doesn't have audio playback but there is irrKlang which was made by the same developer as Irrlicht - but TBH i only used the very low level API which would be trivial to do manually in C++ anyway).
I never used XNA - I wasn't making that comparison. Isn't XNA dead?
Also when was that support added? Are you saying it had that 10 years ago? AFAIK you said you only slightly dabbled with it long ago and haven't touched it since?