Separate physics from rendering, but still in one thread:
http://gafferongames.com/game-physics/fix-your-timestep/
Paper on lock-step multiplayer for Age of Empires:
http://www.gamasutra.com/view/feature/131503/1500_archers_on_a_288_network_.php
Avoid multithreading complexity:
http://blackhole12.blogspot.nl/2012/05/multithreading-problems-in-game-design.html
Jump point search pathfinding
http://zerowidth.com/2013/05/05/jump-point-search-explained.html
Client/server networking model:
Serialization and networking:
http://ithare.com/marshalling-and-encodings/
Lock step implementation tips:
Fixed point int class in C++:
https://gist.github.com/dflemstr/294959
Networking libraries: