C++ for voxel graph mimicry

im trying to learn C++, and recently ive been looking for anything on setting up what would essentially be a voxel graph clone-or whatever i would need to start building biomes procedurally. im pretty familiar with automaterials for pixel work, but im just lost when i try to make that transition to voxel. i hope theres a least some reading or something i can do to jump start this part of my journey. do i need to focus on UV mapping? or a deeper understanding of nested loop logic? should i dig more into material functions? where is this knowledge? lol

i dont mind putting in the work, just need a nudge in the right direction(s). anyway thanks in advance :slight_smile: