I highly doubt it was ever really bottlenecked by typing speed. If _that_ is your bottleneck then you either don’t care about what you write or you have a perfect plan laid out and just need to type it in.
If it's well trodden ground like writing enough Vulkan to display a triangle? It's probably bottlenecked by code writing speed.
In fact, writing a video game engine is probably the most common project on the planet to the point there is hardly anything novel about it. That's how engine writing nerd snipes people. They get to feel secure due to the guaranteed possibility of success. Making and designing an actual game that people want to play is much more risky and it is much less dependent on programming skill.
Why you aren't entirely incorrect, I would argue you also aren't entirely correct.
With Vulkan the hard part isn't the typing, it's the understanding and figuring out an abstraction that suits you/your project that is the hard part. And kinda the same with writing a game engine. There is basically infinite resources and libraries to make it easier, but what you actually are spending your time on is figuring out an abstraction that makes sense for the user of the engine. There is a reason why almost no 2 engines end up with even close APIs.
Exactly. And when writing your own engine, you _should_ type these lines to render a triangle definitely by hand, to understand what is being done and then use that input to build the right abstraction so one doesn't have to type it over and over again.
In fact, writing a video game engine is probably the most common project on the planet to the point there is hardly anything novel about it. That's how engine writing nerd snipes people. They get to feel secure due to the guaranteed possibility of success. Making and designing an actual game that people want to play is much more risky and it is much less dependent on programming skill.