Ok, the car disappearing on the horizon is the simulation exploding, which is caused by a bad setup.
It's ok to use a single mesh for the terrain, but you must use the CreateAnimTriMesh() function if you're loading a mesh with LoadAnimMesh. You shouldn't have to slice your meshes for them to work, that's bypassing the actual problem, instead of fixing it.
As mentioned earlier, to fix the slowdown, setup your spaces like this...
Be aware that Physx and ODE work differently to each other. So whatever worked in Physx might need tweaking to behave the same in ODE.
If you're still stuck, post some code (or send it via email) so that I can show you where you're going wrong. Or send me the level & car meshes, and I will add them to a simple demo for you so that you can see how to do it correctly.
It's ok to use a single mesh for the terrain, but you must use the CreateAnimTriMesh() function if you're loading a mesh with LoadAnimMesh. You shouldn't have to slice your meshes for them to work, that's bypassing the actual problem, instead of fixing it.
As mentioned earlier, to fix the slowdown, setup your spaces like this...
Global Space=dHashSpaceCreate(0) Global SceneSpace=dHashSpaceCreate(Space) dSetInternalSpaceCollideMode(0) ... dCreatePlane(SceneSpace,0,1,0,0) ; <<< If a plane is used Trimesh=CreateTrimesh(SceneSpace,TLevel\TriMesh) ; <<< Use CreateAnimTriMesh here if using LoadAnimMeshNext, don't use a TriMesh for the car shell, build it from primitives (boxes). You can use any mesh for the visible entity, you don't have to use cubes. You should have an ODE body (ode\body), an ODE geom (ode\geom - boxes) and the car shell mesh (ode\mesh - .B3D .3DS etc).
Be aware that Physx and ODE work differently to each other. So whatever worked in Physx might need tweaking to behave the same in ODE.
If you're still stuck, post some code (or send it via email) so that I can show you where you're going wrong. Or send me the level & car meshes, and I will add them to a simple demo for you so that you can see how to do it correctly.