I, for one, do really like GMan's Irrlicht wrapper, but I decided against using it because my project is rather unconventional in terms of what it does and doesn't do.
But if you use IrrB3d, (Gmans equivelent of MiniB3d), you are given the same commands as mini B3d. So it is as complex as MiniB3D is.
Also Gman is at the moment working on IrrB3D to be a more complete B3D wrapper.
The Main point is that when MiniB3D and IrrB3d are finished they can be interchanged.
I agree totaly with Mr PussyCat, Irrlicht just doesnt feel like a BRL engine, whilst MiniB3d does, this is no reflection on Gman, because it works nearly exactly like it does in C++, to the point were you can follow the C++ Tutorials. However to say MiniB3D is soly powered by Bmax, hides the fact that it is useing the OPenGL commands, something a lot of people (well me) avoid.
If you want to help with an engine then MiniB3D is the one to help with. To the point that impixi posted bug the other day, and he and I were able to fix it ourselves within an hour, something I know I couldnt do with Irrlicht. However, if Gman lives up to his previous trackrecord then IrrB3D will be a contender in the Bmax 3d looking like B3D stakes.
The Basic point that Im taking a realy long time just to say again, is that IrrB3D will be a more complete wrapper before MiniB3D. Unless we all help with writing MiniB3D. This is because Gman only has to wrap an existing engine, whilst simonH has to write the commands, and then wrap them. However in the end they should have the same command set. Neither at the moment is complete, and they lack different stuff.