Your example is basicly delta timing, thats what my code actually does but linked to the frame update rate, and it then changes all movement/rotation * that delta amount. The problem with moving the bmax window is that while your moving it the code gets paused but the timers dont so it thinks its taken longer to render the frame than it should, it then changes the delta based on this time and takes approx 1second for the timer check to catch back up to the actual time.
Now I guess I could uncouple it from the frame rate and use instead some realworld length of time but again it would likely go out for a second due to how the bmax window seems to behave, would depend at what point bmax paused the code if it was just after you set OLD=TIMER and you moved the window for awhile then the timer is going to have increased alot so when you do the delta calc its going to surely still be wrong until you loop around next, but it wouldnt I guess take the 1second my fps based code does.