Didn't Aaron Bolyard write a game prototype that uses vector graphics with Allegro? Did he implement SVG with it?
I made a proof-of-concept hardware-accelerated, real-time vector graphics library. Technically the graphics stuff is API agnostic, but I only had an OpenGL backend. Allegro was used to handle creating the OpenGL display, timing, and handling the input. It's not easily usable outside of the demos I made.
Support for SVG would just require translating SVGisms to the canvas-like API. I hacked together a tool to convert SVG to a really basic XML format that only supported groups/paths and a solid fill style with a very narrow path command.
I never went forward because of the anti-lottery known as patents. A patent--essentially a method to solve an inequality using the GPU--owned by Microsoft was very necessary for performance reasons. But I may have found another way of rendering resolution-independent quadratic curves after coming across research from someone with a similar problem. In honesty, I think it's possible to move forward without infringing any patents now so that's what I've been doing...
Regarding OP, I would suggest rendering SVGs to a raster format, like PNG. If quality at different magnifications is a concern, you could create multiple levels of detail and use them appropriately. It's counter-productive to rasterize the graphics at runtime--loading times will be much slower and you don't have the benefit of real-time vector graphics.