You begin with choosing a graphics API. I suggest OpenGL 3.x, as it is cross-platform and has really great support. Next, you have to learn matrix algebra. Then you have to use matrix algebra to calculate the 3D projection. Once you have that set up, it's easy. You can use the GLEW library to gain access to OpenGL functions.
For the voxels, you can use a simple 3D array to store the data and use a noise generation algorithm to generate their points. After your 3D projection is ready, you can just pass the coordinates directly to the graphics card.
If you don't understand what I'm saying or don't know how to apply it, this is proof that it's hard to make a game in C++ if you don't know 100% what you're doing. It's one of the hardest languages. Concepts are much more lower level.
Would know anything about voxel cube rendering.
BEcause currently I know nothing for it.
Colelge are making us do Tetris. I found a tutorial online, but it's not descriptive enough, to a newbie at C++.
lol you feel old? I said your birthday was the day AFTER MINE. So I'm older. :p
And GMtudio doesn't limit much. You can use any function, even the 3D ones. It only limits the amount of objects and sprites and such you can put it but the limit is like around 15 for each, so it's not bad. You're going to miss out when they add shaders, ogg and a full compiler in a few months!