Sorry, right - somehow I was off by a factor of 10^3.

As others said - should work fine, just make sure you disable indexes
on any properties that do not absolutely need them.

Jeff

On Tue, Apr 20, 2010 at 3:05 AM, djidjadji <djidja...@gmail.com> wrote:
> 1TB = 1024 GB = 1024 x 1024 MB = 1024^4 byte = 1.1x10^12 byte
> if you have 500x10^6 entries of 7KB you need
> 500x10^6 x 7x1024 = 3.584x10^12 bytes = 3.26TB
>
> But this is only the RAW data need, if you take the indices into
> account it would be even larger. db.TextProperty and db.BlobProperty
> don't use index storage. All the other properties can be given the
> "indexed=False" argument.
>
> But do you need to create all the tiles at the start of the game?
> It is very unlikely that all the tiles will contain something interesting.
> Why not only store the tiles that are not-default and if you want a
> not stored tile
> return an object with the right key_name that if modified and put() in
> the datastore would represent this "new" tile.
> And is the json content compressible?
> Then you can use a custom property that compresses the content and
> stores it in a db.BlobProperty. And uncompress at retrieval.
>
> 2010/4/20 Shinichi Nakanishi <stouton...@gmail.com>:
>> I think 500M * 7KB = 3.5TB.  Sorry if I'm wrong.
>>
>
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