Hi, my name is Alexander Stanley -- as my username suggests

I'm from Sydney, Australia.
First I should concede that I'm a hobbyist, so while a lot of this feels beyond me, I've been toying around with voxels without the rendering component and it all makes a lot of sense to me.
I'm interested in PolyVox for two reasons: first, because it makes me reconsider Ogre3D (which I toyed with in 2004 and then ran screaming); and secondly because it seems to automate a lot of what I'm presently trying to do.
I've been lurking a bit and taken a couple of stabs at using PolyVox in Irrlicht and straight OpenGL and have had some limited success so far.
I fear, not being a programmer, that a lot of it is beyond me, but I'm interested in the discussions here more than PolyVox itself, but that's rapidly changing.
My current technique consists of a 16x16x16 chunk system, working out what's "outward-bound", throwing every vertex in sight into an array and praying that I've done it right. There are some optimisations to come in my own code, but more and more I feel like setting it aside to use PolyVox.