So it's not as neat as swizzling (quickly looking at it) - but essentially same goal - keep pixels that have to be drawn together at close (e.g. blocks). Mipmapping helps too, as then you don't "skip" too many pixels - and you both gain better quality and less cache misses.
https://www.flipcode.com/archives/The_Art_of_Demomaking-Issu... - look for zip file with the source code.
I've also found Go version (and there were 2 java ones)
https://github.com/search?q=BlockTextureScreen
So it's not as neat as swizzling (quickly looking at it) - but essentially same goal - keep pixels that have to be drawn together at close (e.g. blocks). Mipmapping helps too, as then you don't "skip" too many pixels - and you both gain better quality and less cache misses.