Its a simple 'using delta time equals jitter problem'
I kinda dont like delta time and try to avoid it because of this
Our latest game does a low pass filter over a coupke of collected delta times and so on
My advice: either make sure you have a rock solud framerate, which is good anyway; or read up on delta timing / time steps in video games
Speaking of which, I only have this problems in windows using java.
I have the same java code that jitters like crap on my windows desktop while running smooth as silk on an android device.
Uses the same fixed timestep mechanism and the same codebase. Android version uses ogl es and pc version uses lwjgl.
The same delta-timing mechanism used in both freebasic and c++ runs smooth.