That's how long I've been doing data-oriented development without knowing it's name, or even having any other people to talk to about it.
GPHI was a new layer into our code base that took the idea of classes and turned it on its head. I found out in 2007 that what I'd invented was quite similar to the dungeon siege component model. I took all the components we normally had in our classes, or inherited from, and made them into managers. This mean that we had a manager update loop, not an entity update loop....
fast forward a short while and I went on to work on (but not finish before the company went belly up) a new rendering engine that didn't use a scene graph, but instead stored all the renderables in an array and sorted by whatever criteria necessary (material/mesh/shader/shader-constants), even changing per frame.
fast forwards to now... I still haven't been involved in the release of a data-oriented game, but I'm still plugging along, and pushing component oriented development, entity systems, stream and transform oriented approaches to game object processing and even writing a new language to help teach and maybe even be useful and productive with.
It's been a long time since I had that epiphany back in early 2006, the world has moved on a long way, but I feel quite happy that the road I started on is the one leading to the future.