A game engine needs to distribute a total of 1050 active game sprites into "quadtree sectors" (each holding 64 sprites) and "local grids" (each holding 8 sprites) for rendering, along with individual loose sprites.
The algorithm below is used to calculate this allocation:
SET totalSprites TO 1050
SET sectors TO totalSprites DIV 64
SET remainingSprites TO totalSprites MOD 64
SET grids TO remainingSprites DIV 8
SET looseSprites TO remainingSprites MOD 8
Explain why integer division (DIV) and modulus (MOD), rather than real/standard division (/), are used in this algorithm.