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In an RTS game, there can be thousands of objects in a scene. Checking every object to see if it is inside a selection rectangle box can be expensive and does not scale well. Instead, we can use a Uniform Grid to organize units and reduce the number of checks needed during the selection. A Uniform Grid divides the game world into an X-by-Y grid made of equally sized cells. Each unit in the scene is assigned to one of these cells based on its position. The main idea is to reduce how many objects we need to check during a selection. Instead of testing every unit in the scene, we only look at units that are located in grid cells relevant to the selection area. [play manim illustrating this] When the player draws a selection box, the system first finds which grid cells intersect with that box. Only the units inside those cells are checked to see if they are actually within the selection rectangle. As units move around the map, their grid cell may change. When this happens, the system updates the grid so each unit always belongs to the correct cell. If you find the video helpful, please give a thumbs-up. If you would like to support the channel and the work, please consider contributing by buying me a coffee at my website: https://akiwiki.com. Thank you very much!