From what I can tell, UrhoSharp is in good enough shape for us to use. And it appears that Urho itself is quite a capable engine. If there are issues with UrhoSharp specifically, we should be able to fix those wrapping issues, as they arise.
Does anyone know how to get a anti-aliased line drawing to work in Urho Sharp, similar what is described on this link:
(in short, they only use one vertex per Poly-Point, but then use GPU magic to generate a line width that fades off as it gets further from the center line)