HI Raven Vegeta,
I will disagree with you to some degree, while agreeing with you all along
.
Not all programmer types are non-artist types. Not all artist-types are non-programmers. I am a "non-programmer" because I love art and don't have the time to devote to programming. Recently I got frustrated with the level editor I was using to create real-time 3D content and went on a search for a better (legally used) one. I was unable to find what I needed. Most were old and out of date.
So, what option was left to me? I began to look for a programming solution to create my own level editor! Is this a tall order? Yes it is. But I am learning none the less. I found a language that seems sufficient for me (and checked it with a few programmer friends) and now, a few weeks later, have the skeleton of the Windows UI up and running (including the 4 views for editing ... which expand to full screen when double-clicked ... the texture view window, etc.). So, am I a programmer? No way! But I am learning ... slowly I am learning.
Along the way I have met programmers that are the same way. They want to learn to do SOME of the things that artists do, but don't know how. Despite talent, which I am a big believer in, training CAN do a lot. I've seen people who could not "draw a straight line" do decent work with proper training. Will these people ever become Piccasos? No, but they had more skill than when they started.
In any case, the magazine would not be geared toward the "pure" programmer at all, but the budding real time 3D artist. You have them among DarkBASIC, BlitzBASIC/3D and there are plenty of them with 3D GameStudio. In all camps it seems easy to get help with scripting or programming, but more difficult to get art related information.
I used to work for a multimedia company before owning my own studio. There was an important lesson I learned there. On any project we sometimes had programmers, artists and others involved to bring a project to completion. Before starting the project the assembled team would meet and discuss the project. Often the company tried to form a good working relationship between the artist and the programmer on the team. We would often carefully explain certain aspects of the project, from our perspectives, to each other.
So, as one of the artists, I would sometimes show a C++ programmer how 3D Studio MAX worked. This was a HUGE help to ME (yes, you heard me ... to ME). This made the C++ programmer realize what he could and could not ask from me (on a moments notice) and, more importantly, WHY.
The same worked on the opposite direction. I would sit with the programmer and they would explain certain things to me as well. I would then realize (to some degree) what I could and could not ask from the programmer do to certain limitations (be it time or practicality). Not only this, but we all learned to communicate with each other to include terms that are 'alien' to each. When you speak a bit of each other's language you can communicate much more easily.
So, 3AM (3D Artist's Magazine) would be heavily leaning toward helping the artist type among you to grow in his hobby or trade. At the same time, I feel 3AM would aid programmers in several ways by allowing them to learn the "tricks of the trade" that artists have to employ to achieve good looking 3D games that run well on the target platform.
In any case, maybe 3AM is not something for DarkBASIC people. I think it might be as I suspect there are more than programmers here. After all, I am here and I am one of those artist types.