I'll have to give it some thought. If I do let you read over (some of) the code, I'm leaning towards very specific parts of the code which would be advantageous for developing your voxel graphics engine because it's a "monster" of a codebase to try and take-in in its entirety!
It's the most complicated piece of software I've ever written (thousands of moving parts so to speak and I'm not even close to done on all the features it will eventually support) and I've been programming in C++ since the mid 1990's.
I also program the C++ code using many of the modern C++20 syntax and constructs, so the syntax (mostly the templated code) is mind numbingly abstract if one is not familiar with all the wild syntax features that have been added to the language over the years. I've also taken some novel approaches to Vulkan buffer updates for performance reasons which is not so easy to explain in my opinion.
It's a crazy amount of code! Counting voxel engine, support and framework code (mainly C++, which is not all used because it's general purpose code), the project stands at over 29000 lines of code total (not counting comments and blank lines). Shader code is still under 500 over 1100 lines of code. Thin Vulkan helper/abstraction C++ code is nearly at 6000 lines. Voxel engine specific C++ code is over 7000 lines.
Probably too much information...