- only 2d is considered
- edge cases are handwaved/not treated/rest-of-the-fucking-owl'ed
- edge cases are not even mentioned
- abstract mathematical operation is used, whose implementation (which isn't always obvious) is not given or described
- ok, hit or no hit... but then how to get the actual collision manifold? In which direction should the objects be separated and by how much?
- numerical accuracy is not regarded
- unnecessary muddying of the concepts by using OOP - just use (math) vectors and matrices please