My problem is that using equilateral triangles for one of the planes creates a system where sides will be facing directions other than the orthogonal directions of x, y, and z. To complicate things further if I were to do the same test by going in a half block distance into the block or out from the block using the direction(or negative direction) of the normal vector and the collision occurs near one of the edges I will identify the wrong block for deletion/addition into the mesh. This is kind of a big problem. One possible solution would be to have each mesh store a triangle list, with each triangle pointing to the block it belongs to and the block it is facing. The problem with this approach is that even more will have to be stored in memory during run time, and voxel games are already huge memory hogs. Another issue is that to cut down on the amount of drawing that has to be done if several faces are in the same plane often the triangles are enlarged to cover just the edges of what is showing.
So what this means is I won't be able to do the large areas I was hoping for back when I first had this grand idea. Unless of course I figure out how to overcome these obstacles. Anyway if you are interested in a better explanation please visit https://sites.google.com/site/letsmakeavoxelengine/. It had a pretty good explanation of what goes into a voxel engine.