How can I create a bounding volume hierarchy for constantly moving objects?
Consider using spatial hashing, especially if your objects are similarly sized.

Basically, divide your world into uniformly-sized grid cells (2D and 3D are both valid possibilities depending on the amount of vertical motion). Each update, assign your object to each bin that it overlaps—if the cells are decently sized relative to the objects, most objects should end up in a single bin.

Each bin is inserted into a hash table, with the key being the coordinates of the bin. (You can also think of it as a hash table with multiple values for the same key, and inserting an object once for every cell that it overlaps.)

There's no hierarchy to rebuild in this scheme, which makes it well suited for dynamic scenes. You can still test the cell's dimensions against the frustum or against occluders at a coarse level and discard many objects at once. Also, it's easier to manage this structure incrementally—you can keep the hash table the same from frame to frame and only move objects from one bin to another when they cross the boundary of a cell.