Gamedev resources for rendering, physics and multiplayer

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:

https://blog.forrestthewoods.com/the-tech-of-planetary-annihilation-chronocam-292e3d6b169a#.vtji2i2m2

Serialization and networking:

http://ithare.com/marshalling-and-encodings/

Lock step implementation tips:

http://www.gamasutra.com/blogs/DanielCollier/20151124/251987/Minimizing_the_Pain_of_Lockstep_Multiplayer.php

Fixed point int class in C++:

https://gist.github.com/dflemstr/294959

Networking libraries:

http://www.codeofhonor.com/blog/choosing-a-game-network-lib